Hi modding team.
I have this issue. I assign to my infantry a value of 65 to the outer radius in the ebps settings. The issue come when the infantry enter to some buildings like a house and the outer radius is reduced to 50 approximately.
I find in ebps\environment\art_ambient\buildings a lot of buildings with the outer radius value in 50.
So, are these ebps who define this outer radius?
Need I to clone all this ebps to change this value or have another way to make it more simplest?
Regards.   
			Infantry in building line of sight (outer radius)
									21 Aug 2015, 13:12 PM
				
	#1					
								
					
				
		
Posts: 32
									21 Aug 2015, 16:43 PM
				
	#2					
								
					
				
		
Posts: 165 | Subs: 2
Can't think of another way that won't have side effects. Cloning is probably your best option, tedious though it is.
			
		
									21 Aug 2015, 17:19 PM
				
	#3					
								
					
				
		
Posts: 32
Hi Contrivance.
Thanks for the answer.
Regards.
			
		Thanks for the answer.
Regards.
									21 Aug 2015, 17:31 PM
				
	#4					
								
					
				
		
 
    		            							
			    		Posts: 756 | Subs: 8
The only other way would be to use SCAR, but that requires a Win Condition Pack.
			
		
									21 Aug 2015, 20:48 PM
				
	#5					
								
					
				
		
Posts: 32
The only other way would be to use SCAR, but that requires a Win Condition Pack.
Good!!! Actually we use a WCP with our mod.
May be you can give me some help about the code for use in the WCP.
Regards.
									22 Aug 2015, 18:05 PM
				
	#6					
								
					
				
		
 
    		            							
			    		Posts: 756 | Subs: 8
You could go through the entire list of entities, filter out buildings with hold_ext, and then apply a modifier to their sight radius. That should work.
Take a look at World_GetEntity and World_GetNumEntities for looping over all world entities.
http://fortresseuropemod.com/scardoc/frameset.htm
			
		Take a look at World_GetEntity and World_GetNumEntities for looping over all world entities.
http://fortresseuropemod.com/scardoc/frameset.htm
									24 Aug 2015, 14:38 PM
				
	#7					
								
					
				
		
Posts: 32
Ok, I need time to test it and give you feedback.
Thanks Eliw00d!!!
Regards.
			
		Thanks Eliw00d!!!
Regards.
									7 Apr 2016, 03:34 AM
				
	#8					
								
					
				
		
Posts: 60
Don't mean to necro something dead, I just wanted to ask if something was feasible.
I'm trying to create this effect with abilities.
Basically, an "always on" ability with target requirements as ambient buildings and target actions as a sight radius modifier. It'd be easier to add the ability to the units as I make them than clone every building panel entity to increase the sight.
I haven't been able to make it work yet. Do you have any suggestions or even a yes/no on feasibility?
P.S.
Hey GSamu. Been a while.
			
		I'm trying to create this effect with abilities.
Basically, an "always on" ability with target requirements as ambient buildings and target actions as a sight radius modifier. It'd be easier to add the ability to the units as I make them than clone every building panel entity to increase the sight.
I haven't been able to make it work yet. Do you have any suggestions or even a yes/no on feasibility?
P.S.
Hey GSamu. Been a while.
									7 Apr 2016, 12:23 PM
				
	#9					
								
					
				
		
 
    		            							
			    		Posts: 632 | Subs: 1
Take a look at the USF Forward Observers ability, I think it does more or less exactly what you're suggesting. (Minus the sight modifier when in cover, of course.)
			
		
									7 Apr 2016, 22:29 PM
				
	#10					
								
					
				
		
Posts: 60
Wow that was embarrassingly simple. Didn't know there was a "hold_sight_ext".
Thanks! It's much easier to give the ability to all inf.
			
		Thanks! It's much easier to give the ability to all inf.
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