Home » MODDING HQ 1.13 » v1.13 Coding Talk » New Stealth Mechanics
Re: New Stealth Mechanics[message #339995 is a reply to message #339994]
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Tue, 10 March 2015 16:49
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Deleted. |
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Messages:2656
Registered:December 2012 Location: Russian Federation |
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silversurfer wrote on Tue, 10 March 2015 19:43Stealth is not night camo. There is no "night camo". Stealth a general reduction in possibility of being spotted or heard. That's why it takes precedence over any camo type.
Stealth from equipment works the same way as camo bonus for calculating cover (sight reduction), but only in low light.
So it's exactly a night camo.
// general stuff (independant of soldier)
iSightAdjustment += GetSightAdjustmentThroughStance( bStance );
// context sensitive (needs soldier)
iSightAdjustment += GetSightAdjustmentBasedOnLBE( pSoldier );
// context sensitive stuff with 2nd parameter (needs soldier for attributes but can be given a second parameter)
iSightAdjustment += GetSightAdjustmentThroughMovement( pSoldier, pSoldier->bTilesMoved, ubLightLevel );
iSightAdjustment += GetSightAdjustmentStealthAtLightLevel( pSoldier, ubLightLevel );
if(gGameExternalOptions.fAdditionalTileProperties)
{
iSightAdjustment += GetDetailedSightAdjustmentCamouflageOnTerrain( pSoldier, bStance, zGivenTileProperties );
}
else
{
iSightAdjustment += GetSightAdjustmentCamouflageOnTerrain( pSoldier, bStance, ubTerrainType );
}
[Updated on: Tue, 10 March 2015 16:53]
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