OpenXcom Forum
OpenXcom Forks => OpenXcom Extended (OXCE) => OXCE Suggestions NEW => Topic started by: Ethereal on February 18, 2025, 08:40:33 pm
-
Yes, there was change where NV work in "infrared" and if it work this way, it should be blinded by fire.
If current behavior is not preferred, its possible to make global script that will override default calculation.
Probably on forums should be somewhere example of this, if not I could prepare example script code that do this.
Oh yeah, exactly. Units with a positive "heatVision" value see poorly through fire. With a negative value, they see perfectly.
I think this should be in the topic of the proposals, since thermal and X-ray vision should be divided into different options. "heatVision" for heat vision and "xrayVision" for X-ray vision, which can work together.
-
I will check how seamlessly this can be integrated.
If easy and compatible, I will add it.
If hard or not compatible, it is possible to do it already today using Y-scripts.
-
Overall script allow different vision types, only drawback is that can be only one active at once (per target).
As return value from script is "strength" and "type" of vision. You can in one script new type and if is "better" than current one replace it by new vision type.
Then other scripts can interact based on that type and boost or debuff visibility if specific vision type is currently used.
Question is how x-ray vision should work exactly? I once consider allow calculation to move pass walls too :D
-
I'd really like X-ray vision. Not for actual X-ray sight, more for better simulation of "tremorsense" in some creatures. This is now simulated through psi vision, but that's imperfect, since for example you can't detect robots this way. X-ray would be closer to what I want.
Another useful feature would be enabling a 360 degrees vision, so a rat would always notice you approach.
-
I'd really like X-ray vision. Not for actual X-ray sight, more for better simulation of "tremorsense" in some creatures. This is now simulated through psi vision, but that's imperfect, since for example you can't detect robots this way. X-ray would be closer to what I want.
Another useful feature would be enabling a 360 degrees vision, so a rat would always notice you approach.
That's what motion sensor is for, no?
Anyway, I feel like X-ray is too niche feature that would better be implemented through scripts.
-
Question is how x-ray vision should work exactly? I once consider allow calculation to move pass walls too :D
(if I understand correctly) He just wants the `heatVision` to not affect visibility through fire.
(More OP units for the OP god.)
So he proposes `heatVision` to affect only visibility through smoke and adding a new `xrayVision` to affect visibility through fire.
xrayVision is a bad name for it, same as heatVision is a bad name (it just sounded cool at the time)... they should just be called exactly by what they do: `visibilityThroughSmoke` and `visibilityThroughFire`.
-
That's what motion sensor is for, no?
Motion scanner? On enemies?
Also, the role is not the same; sight works all the time.
Anyway, I feel like X-ray is too niche feature that would better be implemented through scripts.
Can be done with Assyrian magic if you ask me, all I care about is that it works :)
I will always prefer ruleset over scripts, but it's not a dealbreaker.
xrayVision is a bad name for it, same as heatVision is a bad name (it just sounded cool at the time)... they should just be called exactly by what they do: `visibilityThroughSmoke` and `visibilityThroughFire`.
But Yankes also mentioned seeing through walls, which is how "X-ray vision" would be understood by most people... This is why I discussed it in this context. Perhaps it's unrelated to the original post after all and should be a separate thread... But the "X-ray vision" title is already taken, so here we are. :P
-
(if I understand correctly) He just wants the `heatVision` to not affect visibility through fire.
(More OP units for the OP god.)
So he proposes `heatVision` to affect only visibility through smoke and adding a new `xrayVision` to affect visibility through fire.
xrayVision is a bad name for it, same as heatVision is a bad name (it just sounded cool at the time)... they should just be called exactly by what they do: `visibilityThroughSmoke` and `visibilityThroughFire`.
> heatVision is a bad name (it just sounded cool at the time)
yup. this provoke my change when I refactor this part of logic. And make gameplay deeper (as now you can use fire to counter some units).
spiting this to two properties would be interesting approach but this will hard to implement in backward compatible way as `heatVision` can have bonuses
based on bonuses.
One solution I would see that final values in calucaltions would be:
finalSmoke = 100 - visibilityThroughSmokeTotal - heatVisionTotal
finalFire = 100 - visibilityThroughFireTotal + heatVisionTotal
where start for `visibilityThroughSmoke` is 0 and `visibilityThroughFire` is 100.
-
(if I understand correctly) He just wants the `heatVision` to not affect visibility through fire.
(More OP units for the OP god.)
So he proposes `heatVision` to affect only visibility through smoke and adding a new `xrayVision` to affect visibility through fire.
That's exactly what I meant. But then the topic has already started making suggestions, one more interesting than the other. It even got to the motion scanner, but I didn't understand what it was about. :o