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Re: Objects which don't show info when targetting them but do turn reticle red [message #489716 is a reply to message #489715] |
Wed, 05 November 2014 09:57 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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Jerad Gray wrote on Wed, 05 November 2014 08:12 |
dblaney1 wrote on Tue, 04 November 2014 13:15 | Would be great if the hide healthbar stuff in the scripts actually worked. An option to hide player names would be great as well. Would be very useful for improving the mirage tank scripts as well since if you get close enough the name shows and the hitbox is visible as well.
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Well I hate to say it but most Ren maps don't have enough trees to make the mirage tank useful. You play the map once and after that you know where most of the trees are, so the player just is like "That shouldn't be there!"
Maybe if the map was setup to randomly place trees...
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The maps we have the mirage tank on have more than enough trees. We also have the mirage tank set to use a cactus on the desert map we have, and have thrown the idea around to use a lamppost on urban maps. It works quite well as it is, but hiding the hitbox and playername would improve it a lot.
[Updated on: Wed, 05 November 2014 10:05] Report message to a moderator
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Re: Objects which don't show info when targetting them but do turn reticle red [message #489725 is a reply to message #489723] |
Thu, 06 November 2014 11:11 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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danpaul88 wrote on Thu, 06 November 2014 01:19 | The AR mirage tank scripts hide the player name and healthbars etc We've been doing it since scripts 3.4.4 and possibly earlier, nothing special required.
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I see you are doing that by enabling stealth. We also have stealth generators and stealth crates etc, so the two may conflict which is why it would be nice to be able to control this behavior separate from the stealth logic. This also would allow us to keep the hitbox and name hidden even when firing.
[Updated on: Thu, 06 November 2014 11:14] Report message to a moderator
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Re: Objects which don't show info when targetting them but do turn reticle red [message #489743 is a reply to message #489742] |
Sun, 09 November 2014 14:05 |
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Jerad2142
Messages: 3811 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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danpaul88 wrote on Sun, 09 November 2014 11:17 | Of course that has problems of its own, since you're effectively making the logical bounding box for all components of the vehicle HUGE.
If you want to hide the health just enable the "not targetable" option.
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Creating a boundingbox on the model itself prevents the engine from drawing its own (both worldbox and boundingbox).
danpaul88 wrote on Sun, 09 November 2014 11:17 |
If you want to hide the health just enable the "not targetable" option.
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Didn't know that worked across the network for specific vehicles in 4.X, if it does definitely just do it that way (never needed to use it in any of my mods, no marriage vehicles in ECW).
Visit Jerad's deer sweat shop
[Updated on: Sun, 09 November 2014 14:17] Report message to a moderator
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Re: Objects which don't show info when targetting them but do turn reticle red [message #490007 is a reply to message #489278] |
Sat, 13 December 2014 06:50 |
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There is code (even in stock renegade) that allows the Commands->Set_Is_Rendered script command to work for vehicles. Scripts 4.2 expands the command to work for other things but it works for vehicles even in stock.
I have no idea whether an object hidden by Set_Is_Rendered will be targetable or not (or what other side effects using Set_Is_Rendered will have) but its there and usable.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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