Enemy Sight

vi3tbomba

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Trying to get a trigger where an enemy is facing you and is in a certain range that it will attack your unit. But if the enemy back is turned, it won't attack. So it would be like in WoW where enemies have sight. Anyone has this figured out yet? Thanks. :)
 

chovynz

We are all noobs! in different states of Noobism!
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Is it possible to make an triangle or quadrangle shaped region that has its two lower points set to the triggering units origin, with the region's upper two points set to be equidistancedly mirrored about 300 offset north and 100 to the sides from the triggering units origin?

Or another way to do it might be create 10 or so regions of expanding size, each with separate offsets from the patrolling unit....like this:
Code:
[      reg1        ]
  [     reg2     ]
    [   reg3   ]
       [ r4 ]
         O

Then
a unit enters reg1, reg2, reg3, r4
triggering unit = enemy
order This unit to attack triggering unit
else
walk to waypoint

You'd have to set target aquisition range quite low I think, which might not be good. Or you could set it normal but have the unit ignore everything until a unit walks into the regions. Or you could make it so the unit has no attack ability, but when an enemy unit enters that region, the attack ability gets added to the unit.

I wonder if there's a way to display the line of sight visually? maybe an image with a triangle alpha channel would work. It would be the size of the regions and the point of origin for the unit would be the center point of the middle bottom of the image. The image would always face the direction of the unit and be offset by half its width (so half of the image is on either side, and the lower edge is on the center of origin) like this:
Code:
____________
|\ alpha   /|
| \ chnl  / |
|  \     /  |
|   \   /   |
|-----O-----|

Or if the it was a texture applied to a naga tile model for example you could use vertex coloring transparencies set to ...80%?

:eek: Commandos 4 : Warcraft Styles
 

chovynz

We are all noobs! in different states of Noobism!
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This is true. Do you want the capability or not ;)

The good thing is you'd only need to make them once then copy and paste. Triggers can then move them to where they need to go.
 

chovynz

We are all noobs! in different states of Noobism!
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~~~~~Bump~~~~~

I'm not letting this topic die! I think its a great idea!! Unfortunatly I cant test or work on it now either. My editor died. Gonna be at least a week before I can do anything...in the mean time more comments from experienced coders, trigger makers, etc would be appreciated!
 

vi3tbomba

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Snagged...

Ok, I kinda solved this problem, it's just to tweak it but, here's my code I've done up.

screeeny1.jpg


and when I tested this, it comes out like this.

screeeny2.jpg


So, for some reason, the undead unit is still detecting the Tourist unit in all degrees.

It works perfect with the undead unit facing 90 degrees but any other degrees the vision is messed up. Why is this?
 

chovynz

We are all noobs! in different states of Noobism!
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It works perfectly at 90 degrees because of your Angle from (position of (Triggering unit)) etc... lines.

Your event is covering all the degrees.
This is what it's saying:

If a unit comes within range of tourist of distance 300 in 360 degrees from tourist,
then carry on with script.

Effectively:
Code:
 _____
/     \
|  o  |
\     / 
 -----



Using regions will fix that.

You might like to use only one region like this (instead of the 4-5 regions I suggested above):

Code:
_____
|   |
|   |
|   |
|   |
--o--

the region will stay in front of the tourist
if a unit enters region (or stands still and the region passes over the unit)
then carry on with script.

If you use regions you might like to add a trigger stop like...
if unit leaves region then
trigger - stop Combat init 2b
 

chovynz

We are all noobs! in different states of Noobism!
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Why? If it works with regions its simple! After the unit dies you can destroy the region! No memory leaks!
 
D

deathtomato

Guest
Dont do it with regions. That is plain silly.
My idea: Give all the units in the game 0 sight range, and make another unit (invisible with locust) with a small sight range and place them infront and around the unit. make em move when the unit turns etc. Locust ability with a bit of tweaking?
 

chovynz

We are all noobs! in different states of Noobism!
Reaction score
130
Dont do it with regions. That is plain silly.
My idea: Give all the units in the game 0 sight range, and make another unit (invisible with locust) with a small sight range and place them infront and around the unit. make em move when the unit turns etc. Locust ability with a bit of tweaking?

"Plain Silly"
Oh and whys that? Regions make it easy to detect whether or not a unit is in range. Regions have triggers that can work with them. Regions can be destoryed once finished with (i.e. tourist is killed)

You idea is good, however as I understand it (I can't test atm) a unit with 0 sight range, can't attack. Or am I thinking of aquisition range?
 
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