Login

russian armor

Infantry in building line of sight (outer radius)

21 Aug 2015, 13:12 PM
#1
avatar of GSamu

Posts: 32

Hi modding team.

I have this issue. I assign to my infantry a value of 65 to the outer radius in the ebps settings. The issue come when the infantry enter to some buildings like a house and the outer radius is reduced to 50 approximately.

I find in ebps\environment\art_ambient\buildings a lot of buildings with the outer radius value in 50.

So, are these ebps who define this outer radius?
Need I to clone all this ebps to change this value or have another way to make it more simplest?


Regards.
21 Aug 2015, 16:43 PM
#2
avatar of Contrivance

Posts: 165 | Subs: 2

Can't think of another way that won't have side effects. Cloning is probably your best option, tedious though it is.
21 Aug 2015, 17:19 PM
#3
avatar of GSamu

Posts: 32

Hi Contrivance.

Thanks for the answer.


Regards.
21 Aug 2015, 17:31 PM
#4
avatar of eliw00d
Honorary Member Badge

Posts: 756 | Subs: 8

The only other way would be to use SCAR, but that requires a Win Condition Pack.
21 Aug 2015, 20:48 PM
#5
avatar of GSamu

Posts: 32

jump backJump back to quoted post21 Aug 2015, 17:31 PMeliw00d
The only other way would be to use SCAR, but that requires a Win Condition Pack.


Good!!! Actually we use a WCP with our mod.

May be you can give me some help about the code for use in the WCP.


Regards.
22 Aug 2015, 18:05 PM
#6
avatar of eliw00d
Honorary Member Badge

Posts: 756 | Subs: 8

You could go through the entire list of entities, filter out buildings with hold_ext, and then apply a modifier to their sight radius. That should work.

Take a look at World_GetEntity and World_GetNumEntities for looping over all world entities.

http://fortresseuropemod.com/scardoc/frameset.htm
24 Aug 2015, 14:38 PM
#7
avatar of GSamu

Posts: 32

Ok, I need time to test it and give you feedback.

Thanks Eliw00d!!!


Regards.
7 Apr 2016, 03:34 AM
#8
avatar of kwok

Posts: 60

Don't mean to necro something dead, I just wanted to ask if something was feasible.
I'm trying to create this effect with abilities.
Basically, an "always on" ability with target requirements as ambient buildings and target actions as a sight radius modifier. It'd be easier to add the ability to the units as I make them than clone every building panel entity to increase the sight.
I haven't been able to make it work yet. Do you have any suggestions or even a yes/no on feasibility?

P.S.
Hey GSamu. Been a while.
7 Apr 2016, 12:23 PM
#9
avatar of Planet Smasher
Senior Modmaker Badge

Posts: 632 | Subs: 1

Take a look at the USF Forward Observers ability, I think it does more or less exactly what you're suggesting. (Minus the sight modifier when in cover, of course.)
7 Apr 2016, 22:29 PM
#10
avatar of kwok

Posts: 60

Wow that was embarrassingly simple. Didn't know there was a "hold_sight_ext".
Thanks! It's much easier to give the ability to all inf.
2 users are browsing this thread: 2 guests

Livestreams

Russian Federation 8
unknown 6
United States 3
unknown 2

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

498 users are online: 498 guests
0 post in the last 24h
8 posts in the last week
34 posts in the last month
Registered members: 49109
Welcome our newest member, KingdbEllis
Most online: 2043 users on 29 Oct 2023, 01:04 AM