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Ravendark

CIaIntel based power + vision range manipulation and stealth detection

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A bit of a long title for a longer idea maybe but ....

Been playing some ZH mods recently, and i noticed the CIA Intel special power and it got me thinking.

 

Is there a module in TW that could facilitate a special power that is based on the CIA intel SP from ZH? What that power does basicly is provide vision in a radius arround enemy units for a limited duration.

I basicly need a option that reveals the fog of war arround enemy units.

There is the module:

<xs:complexType name="RadarSpySpecialPowerModuleData">
        <xs:complexContent>
            <xs:extension base="SpecialPowerModuleData">
                <xs:attribute name="TargetFilter" type="StringList" />
                <xs:attribute name="SpyDuration" type="Time" default="0s" />
            </xs:extension>
        </xs:complexContent>
    </xs:complexType>

But i wonder how targetfilter works in regards to stringlist? Also is this a red alert like spy infiltrate sp or a cia intel like sp?

 

Secondly:

<xs:complexType name="VisionInfo">
        <xs:sequence></xs:sequence>
        <xs:attribute name="VisionRange" balance:field="VisionRange" type="SageReal" default="0.00" />
        <xs:attribute name="ShroudClearingRange" balance:field="Shroud" type="SageReal" default="0.0" />
        <xs:attribute name="VisionSide" balance:field="VisionSide" type="Percentage" default="100" />
        <xs:attribute name="VisionRear" balance:field="VisionRear" type="Percentage" default="100" />
        <xs:attribute name="VisionBonusTestRadius" balance:field="VisionBonusTestRadius" type="SageReal" default="100" />
        <xs:attribute name="VisionBonusTestSegments" type="SageUnsignedInt" default="8" />
        <xs:attribute name="VisionBonusPercentPerFoot" balance:field="VisionBonusPercentPerFoot" type="Percentage" default="0" />
        <xs:attribute name="MaxVisionBonusPercent" balance:field="MaxVisionBonusPercent" type="Percentage" default="50" />
        <xs:attribute name="MinVisionBonusPercent" type="Percentage" default="-50" />
    </xs:complexType>

Anyone familiar with VisionBonusTestRadius, VisionBonusTestSegments, VisionBonusPercentPerFoot, MaxVisionBonusPercent, MinVisionBonusPercent in regards to how these work or could be used?

 

Also if you would setup the vision to mimic a larger frontal vision and limited side and rear....would/could this be linked to the turret of a vehicle of sorts or is it linked only to the direction the body is facing?

Also is stealth detection related to the units vision or does it pass over into the fog of war?

I can test these both later, but if anyone knows the answer it might save some time.

 

I'm entertaining this idea of giving certain structures CCTV like security cameras that function as stealth and unit detectors, with the idea of having a cone like vision/detection range. Maybe add these cameras as a slaved unit spawned after a upgrade and docked to certain bones on the structure(s). If i could make them somewhat sweep back and forth it would be a bonus.

Then couple that to the above cia intel like special power that can hack them and you have a interesting stealth and counter stealth system wich also can be used against you by the enemy with that SP.

 

Any thoughts and suggestions?

 

 

 

 

 

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Update: i brainfarted in my regards to vision vs. shroudclearing....just realized that shroudclearing actually determines visilbity, not vision. So im guessing the vision module isn't that useful for my intentions.

 

This might hamper with the entire cone line of sight idea. Also stealth detection seems to be based of shroud as well, meaning that it checks for visibility then applies its stealth detection radius to it.

 

I could do a invisible slave attached to a DOCK bone and have that bone sweep back and forth and give that drone the stealth detection....it will sort of look like a spotlight effect then visibility wise.

The drawback would be the extra draws(no pun intended) and performance.

Edited by Ravendark

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Maybe sage have other codes that can help if you brainstorm a bit?

Sorry I can't help much like you do as I literally noob/useless/human in xml and far from your level xD

Edited by Egozi44

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It's half broken from BFME/BFME2.

Yes shroud clearing and vision ranges are two different things (the shroud is basically for the player, the other for the unit as in "this unit cannot aim farther than x") but even if it's all named Vision... in BFME it also had an effect on shroud, don't think it has in TW iirc I know I tested it at some point but I'm not sure if it was just the elevation bonus that's missing or also the shroud clear.

Vision Bonus was all about if your unit is elevated compared to the terrain at VisionBonusTestRadius then it'll get a vision bonus (or malus if the value is negative)

VisionBonusTestSegments Number of segments to check at the radius to compare. (8 would be every 45 degrees around the unit)

VisionBonusPercentPerFoot per foot of elevation (1 WorldBuilder unit = 10 feet iirc, WB will tell you if you create a new map) pretty much explains itself. x feet higher you get x*y bonus.

MaxVisionBonusPercent/MinVisionBonusPercent cap of the value above.

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It's half broken from BFME/BFME2.

Yes shroud clearing and vision ranges are two different things (the shroud is basically for the player, the other for the unit as in "this unit cannot aim farther than x") but even if it's all named Vision... in BFME it also had an effect on shroud, don't think it has in TW iirc I know I tested it at some point but I'm not sure if it was just the elevation bonus that's missing or also the shroud clear.

 

I didnt notice any effect on the shroud by altering the vision related atributes. so i'm thinking that was a BFME thing and is no longer working.

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the VisionOverrideRear and VisionOverrideSide in HordeContain still working and influence shroud clearing, if anyone interesting :)

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the VisionOverrideRear and VisionOverrideSide in HordeContain still working and influence shroud clearing, if anyone interesting :)

But that would only work for horde(squad) based units i guess and not single units like a vehicle or so? And converting single units into a one man squad brings issues with itself i reckon.

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