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Daytime/theater-dependent camouflage
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue Oct 21, 2014 8:15 pm    Post subject:  Daytime/theater-dependent camouflage
Subject description: Would this work?
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Apparently, the game handles daytime and theater "ambience" in-game by placing the theater/daytime-dependent invisible light sources on maps (TEMDAYLAMP, SNONITLAMP, etc). Does every map of a relevant theater have those props placed on it? Do they get placed when making a map of that theater using the RMG?

If yes, how about the following system:
Give the theater/daytime lamps an AttachEffect.Animation with a warhead with a map-wide cellspread that applies Attach.Effect cloak on objects, but only works on specific armor types. Then give the objects you want to be cloaked at this time of day/in this theater the relevant armor type.

For example, I want my Spetsnaz to be cloaked in snow theater:

[SPEZ]
Name=Spetsnaz
Armor=flak_camosnow

[ArmorTypes]
flak=flak_camosnow

[SNOMORLAMP]/[SNODAYLAMP]/[SNODUSLAMP]/[SNONITLAMP]
AttachEffect.Animation=SNOCAMOFX
AttachEffect.Delay=100
(Now, AttachEffect.Delay obviously needs tweaking - it needs to be high enough not to cause lag, but also not so high as to cause newly-trained Spetsnaz to not have camouflage applied for a noticeable length of time.)

In artmd:
[SNOCAMOFX] ; snow terrain camouflage dummy effect
Warhead=SnowCamouflageEffect
Damage=0 ; Would this work with 0? If it has to be non-zero to actually apply the WH, that would kind of mess this system up.

And back in rulesmd.ini:
[SnowCamouflageEffect]
CellSpread=255
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Versus.flak_camosnow=100%
AttachEffect.Cloakable=yes
AttachEffect.Duration=100 ; hook this up with the "recast" delay in the attach.effect cast by the lamps above. Obviously, it should be at least as long as the AttachEffect.Delay, unless you want the Spetsnaz to pop into visibility every once in awhile.

Before I go through the hassle of coding all this (tho I guess by posting the example, I already did... hmmm @_@a), has anyone tried it before? Do you guys see it work? Or are there any issues you can think of that I missed? I know it looks kind of obscure, but I'd find this interesting to use in my mod.

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Tue Oct 21, 2014 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Oct 21, 2014 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Those lamps aren't even used for that. Mappers just randomly throw some of them here'n'there and call it a day.

Day'n'night scrips are playing with ambient light change loops.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Wed Oct 22, 2014 3:06 am    Post subject: Re: Daytime/theater-dependent camouflage Reply with quote  Mark this post and the followings unread

Millennium wrote:
In artmd:
[SNOCAMOFX] ; snow terrain camouflage dummy effect
Warhead=SnowCamouflageEffect
Damage=0 ; Would this work with 0? If it has to be non-zero to actually apply the WH, that would kind of mess this system up.

And back in rulesmd.ini:
[SnowCamouflageEffect]
CellSpread=255
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Versus.flak_camosnow=100%
AttachEffect.Cloakable=yes
AttachEffect.Duration=100 ; hook this up with the "recast" delay in the attach.effect cast by the lamps above. Obviously, it should be at least as long as the AttachEffect.Delay, unless you want the Spetsnaz to pop into visibility every once in awhile.


AttachEffect doesn't work with animation warheads, making this whole system useless.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Oct 22, 2014 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
For example, I want my Spetsnaz to be cloaked in snow theater:

i think easier would be to open each snow map and add
[SPEZ]
Cloakable=yes

I understand that you want everything together and specified only once in rules.ini, but this is a way that works already now and doesn't need any new logics.

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Wed Oct 22, 2014 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae, He talked about the maps that have been generated in the RMG

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 23, 2014 7:30 am    Post subject: Reply with quote  Mark this post and the followings unread

oh, sorry, haven't noticed that.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue Oct 28, 2014 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eh, I suppose I will use PrerequisiteTheater for it.
That doesn't solve the day/night thing, but at least the theater specific trait is solved.

Thank you, everyone

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 28, 2014 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

-a mod usually needs its own maps
-to create those maps, mods usually come with a modified map editor

outgoing from this
you can modify the standard FinalAlert/FinalSun day-night-loop script.
Now add to the day trigger another Action "42 Do Explosion At..." and give it one that has your day AttachEffect (probably the remove cloak)
Then add to the night trigger another Action "42 Do Explosion At..." and give it one that has your night AttachEffect (probably the enable cloak)

Now when a mapper creates a map with your map editor for your mod, he can use the modified day/night script to add the day night loop that also attaches the special effect.

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