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)
This commit is contained in:
@@ -62,7 +62,7 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
if (self.Owner == self.World.LocalPlayer)
|
||||
{
|
||||
self.World.LocalShroud.Disabled = true;
|
||||
self.World.RenderedShroud.Disabled = true;
|
||||
Game.RunAfterDelay(Info.NotificationDelay, () =>
|
||||
{
|
||||
if (Game.IsCurrentWorld(self.World))
|
||||
@@ -79,7 +79,7 @@ namespace OpenRA.Mods.RA
|
||||
Game.Debug("{0} is victorious.".F(self.Owner.PlayerName));
|
||||
if (self.Owner == self.World.LocalPlayer)
|
||||
{
|
||||
self.World.LocalShroud.Disabled = true;
|
||||
self.World.RenderedShroud.Disabled = true;
|
||||
Game.RunAfterDelay(Info.NotificationDelay, () => Sound.PlayNotification(self.Owner, "Speech", "Win", self.Owner.Country.Race));
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user