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Feature request: Zeus visibility indicator viewdistance and group placement #421

@shukari

Description

@shukari

It would be nice if the visibility indicator can also check for the viewdistance of the players (or the ace viewdistance value ace_viewdistance_limitViewDistance if it is server/mission forced)

  • (["ace_viewdistance_limitViewDistance"] call CBA_settings_fnc_priority) in ["server", "mission"] && {_pos distance _eyePos < ace_viewdistance_limitViewDistance}

Also nice would be if the place preview of groups is also considered for the visibility check. So if i place a group with the preview placement activ it should check if all units are visible.

{
// Check if the cursor's position is in the player's view (filter the local player and virtual units)
if (_x != player && {side _x != sideLogic} && {((_x getRelDir _posHigh) + 90) mod 360 < 180}) then {
private _eyePos = eyePos _x;
if (lineIntersectsSurfaces [_eyePos, _pos, _x, objNull] isEqualTo [] || {lineIntersectsSurfaces [_eyePos, _posHigh, _x, objNull] isEqualTo []}) then {
// Check visibility through smoke
private _visibility = [objNull, "VIEW"] checkVisibility [_eyePos, _posHigh];
// Draw a line from each player that can see the cursor
drawLine3D [ASLToAGL _eyePos, ASLToAGL _pos, [1, 0, 0, _visibility]];
_draw = true;
};
};
} forEach allPlayers;

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