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Is_Object_Visible explanation [message #469223] Wed, 13 June 2012 09:40 Go to next message
[KH]LordOfDeath is currently offline  [KH]LordOfDeath
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Hey i need a little explanation how to use "Is_Object_Visible(GameObject *Obj,GameObject *Visible);" function correctly

i wanna check if a player is NOT visible (spy) but i dont get the 2 parameters thing

1 parameter is the player GameObject right? but whats the other

if here is some1 who can tell me how to get if a player is visible or not visible pls feel free to reply Smile

LordOfDeath
Re: Is_Object_Visible explanation [message #469224 is a reply to message #469223] Wed, 13 June 2012 09:43 Go to previous messageGo to next message
robbyke is currently offline  robbyke
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"Is_Object_Visible(looker,objtolookat);



this might be the thing you search

obj->As_SoldierGameObj()->Is_Visible()


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[Updated on: Wed, 13 June 2012 10:03]

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Re: Is_Object_Visible explanation [message #469226 is a reply to message #469223] Wed, 13 June 2012 10:09 Go to previous messageGo to next message
[KH]LordOfDeath is currently offline  [KH]LordOfDeath
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thx for the fast reply^^

is there a way just to check if a player is visible without an object who "looks" to the player?

i want let the spy can read the enemie's team chat
but i needa check to prevent normal SBHs to get the enemy team msgs

my idea to check for spy if objekt is created is down xD
its cus object gets created and after this it get its invisible status so i cant use it -.-

i think about edit the ssgm crate source to write the spy player id in to a file where the chat hook get its "spy info" what do i after spy is dead? i can recheck on the object destroyed or player leave event. but how can i single check the visibility of a player?

is my idea possible to send enemie's teamchat to a spy? xD if not i let the project die^^

EDIT: thx for the line ill check later^^
Re: Is_Object_Visible explanation [message #469237 is a reply to message #469226] Wed, 13 June 2012 12:27 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
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By "visible" it sounds like you're talking about whether an object is cloaked or not, not if it's simply visible to another object (I don't know that that even takes stealthing into account either). You could always make a Spy_Script then attach it to the spy when they pick up the crate and if you want to check if somebody's a spy, simply do

if (Is_Script_Attached(obj,"My_Spy_Script"))
{
   ...do stuff for spies
}


-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

Re: Is_Object_Visible explanation [message #469242 is a reply to message #469223] Wed, 13 June 2012 14:35 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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Is_Visible() refers to the ability of objects with AI on them (e.g. turrets and the Obelisk) to "see" an object and thereby target it.

Is_Rendered() can be used to check if an object is rendered or not.

Is_Stealth() will tell you if an object is stealthed or not.


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Re: Is_Object_Visible explanation [message #469246 is a reply to message #469223] Wed, 13 June 2012 15:07 Go to previous message
Whitedragon is currently offline  Whitedragon
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Put this in a chat hook and it will send the enemy's team chat to any players that Commands->Set_Is_Visible has been used on.

	if (Type == TEXT_MESSAGE_TEAM) {
		int Team = Get_Player_Team(ID);
		cScTextObj *ChatEvent = 0;
		for (SLNode<SoldierGameObj> *z = GameObjManager::StarGameObjList.Head();z;z = z->Next()) {
			SoldierGameObj *Soldier = z->Data();
			if (!Soldier->Is_Visible() && Soldier->Get_Player_Type() != Team) {
				if (!ChatEvent) {
					ChatEvent = Send_Client_Text(Msg,TEXT_MESSAGE_TEAM,false,ID,-1,false,false);
				}
				ChatEvent->Set_Object_Dirty_Bits(Get_Player_ID(Soldier),NetworkObjectClass::BIT_CREATION);
			}
		}
	}




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