1 |
the cheap "solution" I used on my game was just raising each units los height by 80 units or so, but it wouldn't work for extreme cases of dug-in units or units above high cliffs.
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1 |
the cheap "solution" I used on my game was just raising each units los height by 80 units or so, but it wouldn't work for extreme cases of dug-in units or units above high cliffs.
|
2 |
\n
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2 |
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|
3 |
consider the following : there's a hill between a "seer" and various enemies.
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3 |
consider the following : there's a hill between a "seer" and various enemies.
|
4 |
\n
|
4 |
\n
|
5 |
1
-
enemy
pyro
is
(
and
should
be)
invisible,
but
it
jumps
way
past
the
hill
and
should
temporary
become
visible
|
5 |
1
-
enemy
pyro
is
(
and
should
be)
invisible,
but
it
jumps
way
past
the
hill
and
should
temporarily
become
visible
|
6 |
(according to your explanation it should remain invisible?)
|
6 |
(according to your explanation it should remain invisible?)
|
7 |
\n
|
7 |
\n
|
8 |
there's also "airlos"...Two enemy gunships are behind the hill...
|
8 |
there's also "airlos"...Two enemy gunships are behind the hill...
|
9 |
\n
|
9 |
\n
|
10 |
2 - one is high in the air and should be visible
|
10 |
2 - one is high in the air and should be visible
|
11 |
\n
|
11 |
\n
|
12 |
3 - the other was landed behind the hill and is taking off, it should be invisible up to a point and then become visible as it climbs
|
12 |
3 - the other was landed behind the hill and is taking off, it should be invisible up to a point and then become visible as it climbs
|
13 |
\n
|
13 |
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14 |
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|
14 |
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|
15 |
how does the engine process these 3 cases?
|
15 |
how does the engine process these 3 cases?
|
16 |
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16 |
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17 |
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17 |
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|
18 |
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|
18 |
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