I definitely will, im working on it and will post the new updated files for download here with instructions after its debugged and tested.
I definitely will, im working on it and will post the new updated files for download here with instructions after its debugged and tested.
I am still working on OMG and am planning a persistent DoW II mod, but all this experimental stuff took it out of me. With this code I have done all the ground work... so you can just make tweaks to make sure it actually works :P. But making that stupid uber realistic mod tore me to streds it was so fucking complicated.... never try and reprogram the fundementals of a game engine using the ingame scripts.... it just... hurts.
great to hear from you again cozmo its wonderful that you are still around because you are a very talented programmer and i would like to have the opportunity to discuss coding issues and other questions that require the insight of a programmer with experience coding in scar.
Nice, you are still around =)
@hnunez
I would be really cool, if you upload both files
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R.I.P. Rad | R.I.P. Loran | R.I.P. MrScruff
As you maybe remember, I was really interested in your great gameplay ideas.
Yeah, cozmo is incredibly talented and i appreciate the contribution he has made to the community. Its because of his kindness that we have the LOS script as well as the other code functions he provided for modders to use.
its quite a challange but i still get errors in mine that crash game, because of 2.2601 bug but i think i found a fix. scar editing required, made revised code...
You are still working on it? Great news!
Do you know, what causes the crashes?
And when are you going to release it?
BTW, are you still working on your Combat Leader mod?
hmm there's just only one thing
is it possible to adjust the Fog of War that you can see what your units can see?![]()
In einer dunklen Ecke still und heimlich einen Mod am basteln... oO
My Icon-Packs http://forums.relicnews.com/showthre...ate-19.06.2011
What do you want to say with that comment? It's already working and needs "just" fixing...
As you can see in this nice Vid the Riflemen reveal a huge area of FoW. My question is if the reveal sight can be blocked too by this system? You can't see the enemy units arround corners -good- but i would like it if you couldn't see anything arround corners, walls etc
maybe worth an update
You're thinking more in the lines of an FPS game or an RPG. I don't think that will work for an RTS game.As you can see in this nice Vid the Riflemen reveal a huge area of FoW. My question is if the reveal sight can be blocked too by this system? You can't see the enemy units arround corners -good- but i would like it if you couldn't see anything arround corners, walls etc
maybe worth an update
You want it like Men of War?
Here you could either remove the whole fog of war or do it, as you suggested, but I don't know, if that is possible...
Does a month count as a bump?? Anyway... I did not read everything in the thread, but if the crashes being talked about here are the ones created by team weapons(MGs, mortars etc.) I fixed it sometime December last year I think. I don't think I still have the files, but I still have an idea of how to fix it.
Then pls fix it and upload the version, so we could test it...
I think the problem was that the team weapons didn't have the correct camouflage and raycast weapons needed for the system to work. Then, when it tried to hide or use it and couldn't find these items it crashed.
I'll do my best, but I'm not sure whether I will be able to re-write the macros again. Will see!
EDIT: Eeeeuureeeekkaaaaa!! Found the fix for what I always experienced as the problem...(the fatal scar error). Please correct me if this is infact NOT the problem you guys are having!
Here is a small test video:
http://www.youtube.com/watch?v=cvbTvISeVoo
Last edited by sgt.davis; 15th Jul 11 at 12:09 PM.
That is correct, but you have to add raycast weapons to all of them as well. And it seems like it doesn't show up properly(the props).
The system uses "raycast weapons" to determine whether an object(soldier/vehicle) is visible. If the raycast weapon can't target it, it is invisible. These raycast weapons are added to every ebp that has LOS. That is also the part where I doubted if I could re-write the macro's. Although, I am unsure whether these raycast weapons are required for the team weapons. Although.. I wouldn't think they are.
EDIT: That's a very oversimplified explanation I guess...
Last edited by sgt.davis; 15th Jul 11 at 3:45 PM.
That sounds very resource consuming, if everything is shooting a weapon all the time.
It is. Probably also a good reason it won't work with most large mods(N44, Blitzkrieg etc.). On my i5-760 @3.56gHz(quad core) it seems to work OK sofar. But then again.. I haven't put much testing time in yet..
yea lol, this was more a proof of concept and me stroking my realism hard-on... :P
Than a full-blown mod that would actually work for real![]()
It's a great idea though! And it works! I'm gonna be doing some more testing soon(in a month or so) with larger amounts of troops on the ground. Isn't there some way of simplifying the system? make it slightly less advanced?
I don't know all the processes involved in making it work, but if you simply use the raycast weapon per entity and simply change the target_type or whatever of all the units that are not being "shot" at? Removing the different target types for in FOW and out of it etc.
I can't really remember how I did it, it was about 2 years ago I made that I think...
Ahw, pity... But thanks for your work on this anyway!!
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