Posted: Sat Feb 12, 2005 2:37 am Post subject:
Fog of War like in TS
Recently I was informed that in Deezire's rules guide it says that Fog Of War logic is disabled. That is not the case at all, It is quite simple to put Fog Of War back into the game.
;Here's the entries you need to modify in the Rules(md) file:
[General]
FogOfWar=yes;no ; Is fog of war enabled?
BlendedFog=yes ; should we blend the fog (as opposed to dither it)
[AudioVisual]
FogRate=.8;.01 ;How Fast should fogofwar grow?
[MultiplayerDialogSettings]
FogOfWar=yes;no
;Now modify any maps you want fog of War to be on
;In the Map File:
[SpecialFlags]
FogOfWar=yes;no
And that's it! you should adjust 'FogRate' based on how fast you want the fog to grow. enjoy!
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Sat Feb 12, 2005 3:45 pm Post subject:
For it to work, though, every map needs to be altered. That's a right pain to do. That's like saying new superweapons are possible, but it can really only be done with map editing. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Have invisible, unselectable, indestructable Gap Generators that belong to a player not on the map/are neutral. The GG have a huge range, and you can set the speed of their shroud.
These work like the invisible lightposts ingame, and are placed in a similar fashion.
This also requires some editing of the maps, but far less. QUICK_EDIT
This wont work, becouse you only get the graphics effect and still see units under fog, but Ive got an idea:
Every unit has to be cloaked and has sensors and sensorssight=sight.
Yes,I know,submarines and other problems, but: Submarines can be subterrarean,so you cant fire on them,but they will then fire only when go up,but better than nothing. I think it will also break spies. _________________ Time will tell...
Sooner or later...
Time will tell... QUICK_EDIT
Posted: Mon Mar 15, 2010 6:24 am Post subject:
Re: Fog of War like in TS
ComradeSpike wrote:
Recently I was informed that in Deezire's rules guide it says that Fog Of War logic is disabled. That is not the case at all, It is quite simple to put Fog Of War back into the game.
;Here's the entries you need to modify in the Rules(md) file:
[General]
FogOfWar=yes;no ; Is fog of war enabled?
BlendedFog=yes ; should we blend the fog (as opposed to dither it)
[AudioVisual]
FogRate=.8;.01 ;How Fast should fogofwar grow?
[MultiplayerDialogSettings]
FogOfWar=yes;no
;Now modify any maps you want fog of War to be on
;In the Map File:
[SpecialFlags]
FogOfWar=yes;no
And that's it! you should adjust 'FogRate' based on how fast you want the fog to grow. enjoy!
I have made everything like you have described but I have no result =/
Is it working on RA2YR with NPatch? _________________
Ahh I missed that, fixed now.
I pulled the code from one of my own maps, I was of course bound to miss something. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
I never really noticed any lag, and you might be right about the gap distance, on the maps i implemented fogofwar on, I had themp set for a smaller number and put them in the 4 corners of the map.
As for the names, I just randomly put those in, if someone wants to use the code, they can use whatever names they like. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
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