Introducing per-player shrouds.
- Each player has their own shroud and their visibility does not extend outside of the shroud. - Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored. - GPS will provide visibility in the fog-of-war. - Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
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@@ -77,7 +77,7 @@ namespace OpenRA.Traits
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{
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DisableShroud ^= true;
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if (self.World.LocalPlayer == self.Owner)
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self.World.LocalShroud.Disabled = DisableShroud;
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self.World.RenderedShroud.Disabled = DisableShroud;
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break;
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}
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case "DevPathDebug":
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@@ -88,7 +88,7 @@ namespace OpenRA.Traits
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case "DevGiveExploration":
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{
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if (self.World.LocalPlayer == self.Owner)
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self.World.WorldActor.Trait<Shroud>().ExploreAll(self.World);
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self.World.LocalPlayer.Shroud.ExploreAll(self.World);
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break;
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}
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case "DevUnlimitedPower":
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