View Full Version : Force Seeing/Sense

11-12-2006, 08:23 PM
Force Sense now works as follows:

- Can see players as usual.
- Thermals, Trips, and Detpacks can be seen now.
- If its a map trip (t1_fatal, t1_sour) can be seen through areaportals.
- Items that are available (not picked up) can be seen.
- NPCs now work somewhat more like SP.
- Most objectives should show up now. (Bombs on t1_fatal)

- NPCs: NPCTEAM_ENEMY - red, NPCTEAM_NEUTRAL - green, NPCTEAM_Free - Tusken/Sand Creature/Wampa/Rancor - red; Anything Else - yellow.
- Objectives or NPCs carrying keys are blue always blue.
- Players in Siege: Enemies are red; Allies are green.
- Players in TFFA, CTF, CTY: Red Team is red, and Blue Team is blue.
- Any other entity shows up as yellow.

11-12-2006, 09:51 PM
Awsome. So how does it vary between skill levels of seeing?

11-13-2006, 03:13 AM
Very nice indeed!

11-13-2006, 03:55 PM
If you only have level 1, only players/npcs if its not a EF_FORCE_VISIBLE flagged entity (SP objectives; floor units)

The distance varies also in the client-side:
Level 1 - 1024
Level 2 - 2048
Level 3,4,5 - 4096

Edit: Almost forgot, like in basejka mp you cannot see anything through walls if you have < Level 2 (Non-EF_FORCE_VISIBLE)

11-13-2006, 06:59 PM
What about the "force seeing" decals? The ones that should only be visible if you have force seeing?

11-13-2006, 07:27 PM
Unfortunately, those textures seem to rendered thru a process that's inside the game engine. I don't think we can fix that.

11-23-2006, 12:14 AM
On the JA coding part of these forums, someone had allowed players to 'tag' the map by creating decals on it. Mabe somthing like that could be done? That would require the client game to somehow get information on the textures of the surfaces though...

11-23-2006, 03:34 PM
That probably wouldn't be too hard to do but tagging just doesn't seem that star warsy to me. :)