aliens

Author Topic: [Answered] Electro-flares in OXCE  (Read 3493 times)

Offline JConstantine

  • Sergeant
  • **
  • Posts: 22
    • View Profile
[Answered] Electro-flares in OXCE
« on: August 22, 2021, 02:27:03 pm »
How do electro-flares work in OXCE? Do they radiate the light only in the 2D plane or is it a 3D plane?
Is there any difference between how they work in the OG/OXC and OXCE? What is an exact range of an electro-flare and does it always stay the same?
Also, sometimes I have that kind of a glitch or something when I throw an electro-flare and it won't show up on the screen though it radiates some light anyway.
I would appreciate the explanation.
« Last Edit: February 12, 2023, 11:43:19 am by Meridian »

Offline Yankes

  • Global Moderator
  • Commander
  • *****
  • Posts: 3350
    • View Profile
Re: Electro-flares in OXCE
« Reply #1 on: August 22, 2021, 02:36:39 pm »
in OXC light is simple radius in 2d (all z axis have same light value)
in OXCE (can be disabled) light is propagated using LoS logic, in empty space radius is same as in OXC but object/walls will block propagation

EDIT by Meridian: in OXCE, by default, LOS logic is off and radius is in 3d
« Last Edit: April 09, 2023, 04:21:55 pm by Meridian »

Offline JConstantine

  • Sergeant
  • **
  • Posts: 22
    • View Profile
Re: Electro-flares in OXCE
« Reply #2 on: August 22, 2021, 02:42:15 pm »
in OXC light is simple radius in 2d (all z axis have same light value)
in OXCE (can be disabled) light is propagated using LoS logic, in empty space radius is same as in OXC but object/walls will block propagation
What's the LoS logic? What is the range in tiles?
« Last Edit: August 22, 2021, 02:48:33 pm by JConstantine »

Offline Yankes

  • Global Moderator
  • Commander
  • *****
  • Posts: 3350
    • View Profile
Re: Electro-flares in OXCE
« Reply #3 on: August 22, 2021, 03:49:34 pm »
To be more accurate, LoS of tile visibility is used. In most cases when you stand on tile and drop flare on your feet then all tiles you see from that position will be lit, rest will be dark. This is not 100% accurate as engine try make lighting more smooth and better handing corners.

Range in tiles is simply distance between tiles, 1 is distance between two tiles next to each other in row. Diagonal tiles distances are bigger.

Offline JConstantine

  • Sergeant
  • **
  • Posts: 22
    • View Profile
Re: Electro-flares in OXCE
« Reply #4 on: August 22, 2021, 04:55:34 pm »
To be more accurate, LoS of tile visibility is used. In most cases when you stand on tile and drop flare on your feet then all tiles you see from that position will be lit, rest will be dark. This is not 100% accurate as engine try make lighting more smooth and better handing corners.

Range in tiles is simply distance between tiles, 1 is distance between two tiles next to each other in row. Diagonal tiles distances are bigger.
By asking about range in tiles I meant the electro-flare's light radiation range in tiles?
What does the LoS stand for? I tried googling it up, but failed.
« Last Edit: August 22, 2021, 04:58:20 pm by JConstantine »

Offline kevL

  • Colonel
  • ****
  • Posts: 482
  • pitchforks and torches
    • View Profile
Re: Electro-flares in OXCE
« Reply #5 on: August 22, 2021, 05:04:10 pm »
What does the LoS stand for?

Line of Sight

(max) range is, what, 9?
« Last Edit: August 22, 2021, 05:05:50 pm by kevL »

Offline JConstantine

  • Sergeant
  • **
  • Posts: 22
    • View Profile
Re: Electro-flares in OXCE
« Reply #6 on: August 22, 2021, 08:21:28 pm »
Line of Sight

(max) range is, what, 9?
You said max range. Does it mean that something else (except obstacles) may affect the electo-flare's range so it becomes less than 9?

Offline kevL

  • Colonel
  • ****
  • Posts: 482
  • pitchforks and torches
    • View Profile
Re: Electro-flares in OXCE
« Reply #7 on: August 23, 2021, 04:00:43 am »
You said max range. Does it mean that something else (except obstacles) may affect the electo-flare's range so it becomes less than 9?

yes/maybe. distance ... ofc the light-level reduces the farther away from the flare (ofc)

I put (max) to denote there's going to be some sort of cut-off in the hardcode. It might be a hard limit of say 9 tiles, or the light-level could be reduced on each tile it's calculated over until the level hits less than or equal to 0.

OXCE might have a ruleset var that can assign an object's (initial) light-level ... idk ..


MCD-record #58 is LightIntensity ... but not sure what if any XCOM apps respect it though, other than 0=none, else on. (And records are for tileparts not items ...)
« Last Edit: August 23, 2021, 04:16:14 am by kevL »