Is there anybody that has managed to find a workaround for this?
I got a tip-off by the wikinger guys that I can look up for the presence of allow_building_campfires. However, this workaround only works if cold tech is enabled. Has there somebody found a workaround for this?
			Differentiating between summer and winter
									22 Nov 2017, 13:26 PM
				
	#1					
								
					
				
		
Posts: 2636 | Subs: 16
									22 Nov 2017, 21:31 PM
				
	#2					
								
					
				
		
Posts: 2742
Workaround for what, though?
What is being impeded, or what is accomplished in differentiating between summer and winter?
And for what? Players, units, abilities?
I know in the UI branch there's usually differentiation for winter portraits and icons.
Anyway, I wonder if the old volks panzerschreck ability still exists since that gave volks immunity to cold IIRC. There might be something in there.
The rest I know concerns maps and worldbuilder.
			
		What is being impeded, or what is accomplished in differentiating between summer and winter?
And for what? Players, units, abilities?
I know in the UI branch there's usually differentiation for winter portraits and icons.
Anyway, I wonder if the old volks panzerschreck ability still exists since that gave volks immunity to cold IIRC. There might be something in there.
The rest I know concerns maps and worldbuilder.
									23 Nov 2017, 01:51 AM
				
	#3					
								
					
				
		
Posts: 2636 | Subs: 16
It's for the tank ambush camouflage in the new tank hunter doctrine.
I ended up using a required_material action, that looks for ice or snow to decide what kind of plants to prop up.
			
		I ended up using a required_material action, that looks for ice or snow to decide what kind of plants to prop up.
									23 Nov 2017, 20:36 PM
				
	#4					
								
					
				
		
 
    		            							
			    		Posts: 817 | Subs: 5
Maybe off-topic, but it's about the same ability 
Do you know if it's possible the make the bushes visible at the same time that the tank is detected? It might be possible to use a target action with a range of 1 to disable and enable the camo?
Otherwise, can you add a slotitem to indicate for the enemy if the tank uses 'tank ambush camouflage'?
			
		
Do you know if it's possible the make the bushes visible at the same time that the tank is detected? It might be possible to use a target action with a range of 1 to disable and enable the camo?
Otherwise, can you add a slotitem to indicate for the enemy if the tank uses 'tank ambush camouflage'?
									23 Nov 2017, 20:40 PM
				
	#5					
								
					
				
		
Posts: 2636 | Subs: 16
Maybe off-topic, but it's about the same ability
Do you know if it's possible the make the bushes visible at the same time that the tank is detected? It might be possible to use a target action with a range of 1 to disable and enable the camo?
Otherwise, can you add a slotitem to indicate for the enemy if the tank uses 'tank ambush camouflage'?
That's a great idea. I wanted to make the bushes visible when the tank is visible, but I didn't know how to. First I need to figure out how to make them invisible in the fog of war. Some people have been reporting that bug.
									23 Nov 2017, 23:04 PM
				
	#6					
								
					
				
		
Posts: 42
When you're both done we may need to update ours! 
			
		
									25 Nov 2017, 18:39 PM
				
	#7					
								
					
				
		
Posts: 2636 | Subs: 16
ok, so I found a fix for both of my worries.
To prevent the bushes from appearing in the fog of war once revealed, I had to set:
- ghost_enable to False
To make the bushes share the same cloaked state as the tank, I created two sets of bushes. One of them is permanently invisible, and can never be revealed by anything, and the second one is permanently visible.
Then I added a requirement action on the cloaked status of the tank, and the right set of bushes spawns accordingly.
To preserve the bush-setting animation, I add visible bushes over time until the animation completes. This is wrapped in a timed action to make the "animation" bushes disappear when they are no longer needed.
However, I still have one issue. When I playtested my solution on Westwall, the hack I found (ice or snow material requirement) doesn't work. What kind of material does Westwall use?
			
		To prevent the bushes from appearing in the fog of war once revealed, I had to set:
- ghost_enable to False
To make the bushes share the same cloaked state as the tank, I created two sets of bushes. One of them is permanently invisible, and can never be revealed by anything, and the second one is permanently visible.
Then I added a requirement action on the cloaked status of the tank, and the right set of bushes spawns accordingly.
To preserve the bush-setting animation, I add visible bushes over time until the animation completes. This is wrapped in a timed action to make the "animation" bushes disappear when they are no longer needed.
However, I still have one issue. When I playtested my solution on Westwall, the hack I found (ice or snow material requirement) doesn't work. What kind of material does Westwall use?
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