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			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: LFoW's Prove That ConceptWhatever it takes. If you have an essentially top-down view of a maze, it really is quite pointless... 
 
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			| Tue Jun 30, 2009 3:53 am | 
					
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			| CrazyMLC 
					Joined: Fri Dec 22, 2006 4:20 am
 Posts: 4772
 Location: Good news everyone!
   |   Re: LFoW's Prove That ConceptMake it so that the entire area is covered with black effects, and make actors emit a clear effect, but make it grey when an actor can not see in an area.Tada.
 (I make it sound so easy!)
 
 
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			| Tue Jun 30, 2009 4:35 am | 
					
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			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: LFoW's Prove That ConceptCrazyMLC wrote: Make it so that the entire area is covered with black effects, and make actors emit a clear effect, but make it grey when an actor can not see in an area.Tada.
 (I make it sound so easy!)
I'm afraid this would lag too much, no? The maze is quite large.
 
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			| Tue Jun 30, 2009 4:40 am | 
					
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			| CrazyMLC 
					Joined: Fri Dec 22, 2006 4:20 am
 Posts: 4772
 Location: Good news everyone!
   |   Re: LFoW's Prove That ConceptIf you wanted to make it really hard, you could make every actor emit a gigantic black effect and have a bit of clear in the middle. 
 
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			| Tue Jun 30, 2009 4:42 am | 
					
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			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: LFoW's Prove That ConceptThe good news is you only have one actor in this mission and I just want to prevent Q/E- looking.The bad news is you only have one actor in this mission and you'll be blind.
 
 
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			| Tue Jun 30, 2009 4:48 am | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: LFoW's Prove That ConceptSceneMan:SetObservationTarget() = self.Pos; 
 
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			| Tue Jun 30, 2009 4:50 am | 
					
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			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: LFoW's Prove That ConceptDoes that just prevent you from looking away from your actor?I will probably still need the black effect + transparent circle, as I only want the actor to see 144 pixels away, or 1 1/2 standard bunker modules.
 
 
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			| Tue Jun 30, 2009 4:54 am | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: LFoW's Prove That ConceptYeah but people with higher resolutions will end up cheating anyway.
 You could spawn an MOSR but you'd still probably end up seeing terrain, and any glow that big is both going to lag and be slightly transparent anyways.
 
 
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			| Tue Jun 30, 2009 5:00 am | 
					
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			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: LFoW's Prove That ConceptWell, can anyone help me out with a little code that will make my actor emit my hug black "glow"?Possibly an MOSR version like Grif said would help too.
 
 
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			| Tue Jun 30, 2009 7:35 am | 
					
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			| Sean Mirrsen 
					Joined: Fri Jun 19, 2009 5:57 pm
 Posts: 84
   |   Re: LFoW's Prove That ConceptWould it be possible to add it as a UI element? MOSRs don't obscure health displays, IIRC, and neither do glows, so you would always know where enemies are. 
 
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			| Tue Jun 30, 2009 8:43 am | 
					
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			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: LFoW's Prove That ConceptI'm not sure....isn't the UI hardcoded? I've never seen a UI mod so I wouldn't know. 
 
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			| Tue Jun 30, 2009 8:54 am | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: LFoW's Prove That ConceptThe UI is hardcoded, yes. There's no perfect way to do it. 
 
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			| Tue Jun 30, 2009 9:32 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: LFoW's Prove That Conceptdo it grifs way. just center the screen on your actor. best work around possible at the moment. 
 
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			| Tue Jun 30, 2009 10:14 am | 
					
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			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: LFoW's Prove That ConceptI'll just delay this mission until a better way becomes available then. Seriously the vision has to be very limited for this maze to work. Even centered at lowest resolution you'll see like 3-4 bunker modules away, which is over twice what I want it to be. 
 
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			| Tue Jun 30, 2009 10:52 am | 
					
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			| Sean Mirrsen 
					Joined: Fri Jun 19, 2009 5:57 pm
 Posts: 84
   |   Re: LFoW's Prove That ConceptFill the maze with module-sized blocks of blackness that disappear if your controlled actor is close enough. Even if the maze is fairly large, it's unlikely to be more than a few hundred standard bunker modules - with a fairly simple script, the blackness blobs won't hurt your framerate too much, and your maze will look like a sort of a roguelike. 
 
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			| Tue Jun 30, 2009 11:15 am | 
					
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