OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Merc on 02 Mar 2005, 18:40:13

Title: Cover
Post by: Merc on 02 Mar 2005, 18:40:13
Is it possible for a script to to detect if you are in cover?

Like in Splinter Cell with the Light meter but a Cover meter instead.
Title: Re:Cover
Post by: dmakatra on 02 Mar 2005, 18:50:07
Why I may ask? If they don't shoot at you, you'll most likely be in cover. ;)

:beat: *Gets Shot* :beat:
Title: Re:Cover
Post by: General Barron on 02 Mar 2005, 21:02:20
Well, whether you are "in cover" or not depends entirely on WHO is looking at you... so it wouldn't work very well, if at all.

Personally I wouldn't even want it if it were possible. I'm not very fond of having little meters that display all sorts of information that the player should figure out on his own. It makes games feel more like a bunch of numbers (which of course they are), instead of an attempt to simulate reality (which many claim to be). For example, you should be able to tell whether you are under cover or not just by looking at the objects near your character; you should be able to tell how much noise you are making by the amount of sound coming out of your speakers, etc. The only info that should be "meterized" is the stuff that you can't see or hear through the game's graphics or sound, IMO.
Title: Re:Cover
Post by: Merc on 03 Mar 2005, 00:27:51
General Barron you make a very good arguement. I guess you are right about the whole thing.

So on a different note is it possible to have Heat Sensing Goggles  in OFPR?
Title: Re:Cover
Post by: General Barron on 03 Mar 2005, 02:03:47
I'm not trying to argue that my viewpoint is "correct"; I'm just saying what my opinion is. ;)

Quote
So on a different note is it possible to have Heat Sensing Goggles  
in OFPR?
This has been asked/thought about before, but I think that the consensus is that it wouldn't really work.
Title: Re:Cover
Post by: Triggerhappy on 03 Mar 2005, 03:41:14
i agree with barron on the cover meter for the player, but making one to tell ai where they are is a good idea

I've thought of a few ways to make it work, but they are all flawed in some way. for example, i thought of running a looped function to get all the objects on the map, then comparing positions with the ai (a few obvious flaws - cpu time, for one) another was sending out an object using setpos and checking whether it gets displaced, problem being it needs something invisible, so the only options really are a bullet/gamelogic or an addon (gamelogics don't seem to actually have dimensions though, which weeds them out), but a bullet could work

a bit off-topic, yes, but still, its the original topic...kinda....
Title: Re:Cover
Post by: Roni on 09 Mar 2005, 12:54:23
I've had an idea for a "Go to ground" type script activated by the (player) group leader.

What the script would do is roll a die for each unit in the group, with (say) a 1/3rd chance of setCaptive true (ie - bad guys no longer shoot at him) and a 2/3rds chance of setCombatMode "BLUE" (he stops shooting at anyone).

The player could do this as many times as he wanted until all his units were safely hidden, then undo the lot with a single "Get back to work" script, which undoes all setCaptives and setCombatModes.

For added fun, you could make the script run by itself sometimes, say every time a unit is hit or fired at.  You could also make the "Get back to work" script work only partially and randomly, just like the "Go to ground" script.  You could also set it so that any setCaptives are switched off once an enemy got within (say) 20m.

Firefights would then be a battle of who could remain firing the longest.  So long as you could keep your loons from cowering you could keep them firing and pinning the enemy.  Work them in close and then finish the job with grenades.  Sounds like RL to me !

Wait,  forget i wrote anything !  I'm off to write this up . . . !    ;D :joystick:



roni