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Red Orchestra - Map and Mod Development Discussion on the development of new maps mods and mutators for Red Orchestra.

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Old 03-25-2006, 02:25 PM   #1 (permalink)
 
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Object Placement in Minimap

Just read up on scripting, and i found something interesting...
UWindows

Basically, this is possible.
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I believe that a squad structure like BF2s would do wonders for this game. IRL a member of a squad could accuratly gauge where his buddies are by A. listening to them and B. looking around really quick. In the game, voices are disembodied, and looking around is a whole body movement rather than a head turn, and it takes longer.
A simple squad structure would allow the game to be tacticaly more exciting. Here is something i could see working...

On the main map, if you see a friendly, his position will be represented by a green dot for 10 seconds. If you do not see him again after that 10 seconds, his green dot will fade to a very dim dot, representing the last position you saw him at. If that person is within 30 feet, and he uses his mic, then his position will be updated on your map. People without mics will have a command button that works as a "check in" voice. This is for individuals. For commanders, tank and infantry, if they see a friendly, then a blue dot is placed over their position, and everyone on the team will see it for 10 seconds. If anyone sees a dead friendly, a black dot is placed on the map until the body disapears. The options for the commander to place markers on the map should be expanded to include a set of arrows that can be placed to signify troop plans.

These dont seem like they would be difficult to create, i dont code much. But, if implemented, it would simulate how real life squads work, without giving anyone a "gods eye view" of the situation. Each person would have his view, in addition to that of the squad leaders. It would also simulate the maps that every soldier carrys around, with marks from the briefing placed on it.
This system would simulate the cohesion of squads, by simulating how a person actually sees the position of his squadmates and remembers it, and can hear and gauge distances in real life, without making a system too unrealistic, or too complex.

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Or at least from what i know its possible. Right now i'm not at my computer with RO on it, but as soon as i get back home, i'll be checking this baby out.

Before i get looking in depth into how to do this, would there be any interest?
For now, i want to focus on how i would do:
On the main map, if you see a friendly, his position will be represented by a green dot for 10 seconds. If you do not see him again after that 10 seconds, his green dot will fade to a very dim dot, representing the last position you saw him at.

We could piggyback the mutator on the display name function which shows a players name over their avatar. When that function is called, have a check on if its axis or allies.

so
name display function called
check axis/allie
if same team is true
call displaycolorgreen on UWindow (whatever minimap is)
if time(ten seconds) true
end diplaycolorgreen function

Would this work? This is just a rough sketch of what it would take, but seems to make sense.
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Old 03-27-2006, 01:36 AM   #2 (permalink)
 
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Re: Object Placement in Minimap

I'm going to decompile some Deathball code that features a mini-map type graphic and see what I can pull from there... My initial thoughts on a mini-map is just a black circle with friendly units as green dots. This would represent a soldiers senses and available intelligence that's not available thru a screen, keyboard, and mouse. It's not at the top of the list, need to get ServerAds up as well as create a console command to show players their hash id for reserved slots.
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Old 03-28-2006, 04:29 PM   #3 (permalink)
 
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Re: Object Placement in Minimap

Well, as the community matures, and as i learn some more about scripting, maybe we can look into it some more.
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