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Author Topic: Are creature lines of sight moddable or hardcoded?  (Read 664 times)

Makbeth

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Are creature lines of sight moddable or hardcoded?
« on: June 29, 2012, 03:56:16 pm »

I'm tired of being an adventurer who can only see 3 tiles away in a dark room, while the archers in the room can see as far as they want.  Also tired of not being able to hide from creatures that I can't see and can't find in the wild.  Sight distance is about as broken as it possibly could be and I'd like to know if there's something I can do about it.
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Diso Faintpuzzles was born in 120.  Although accounts vary it is universally agreed that Diso was chosen by fate as the vanguard of destiny.

In the early spring of 143 Diso began wandering the wilds.

In the early spring of 143 Diso starved to death in the Horn of Striking.

GreatWyrmGold

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Re: Are creature lines of sight moddable or hardcoded?
« Reply #1 on: June 29, 2012, 04:03:12 pm »

Try hiding on up-ramps, ideally in corners and/or behind trees.

Aside from giving all creatures GLOWTILES and/or that tag that makes them glow, not much you can do.
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Meph

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Re: Are creature lines of sight moddable or hardcoded?
« Reply #2 on: June 29, 2012, 04:07:17 pm »

Cant you just increase VIEWRANGE in the raws ? Works for fortressmode. And EXTRAVISION should enable you to see through walls/in the dark. Again, I only know fortressmode.
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GreatWyrmGold

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Re: Are creature lines of sight moddable or hardcoded?
« Reply #3 on: June 29, 2012, 04:12:29 pm »

Wait, what? I wasn't aware of VIEWRANGE, but I thought EXTRAVISION only let you see whithout eyes.
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Roses

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Re: Are creature lines of sight moddable or hardcoded?
« Reply #4 on: June 29, 2012, 04:19:11 pm »

VIEWRANGE    Caste    value    Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.

Don't know if it would increase your adventurers ability to see, but it would make it harder for enemies to see you from a distance.
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Putnam

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Re: Are creature lines of sight moddable or hardcoded?
« Reply #5 on: June 29, 2012, 04:50:13 pm »

LIGHT_GEN should allow you to see better in the dark.

Hugo_The_Dwarf

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Re: Are creature lines of sight moddable or hardcoded?
« Reply #6 on: June 29, 2012, 04:59:40 pm »

VIEWRANGE
if a creature has a working SIGHT body part it can see up to 20 tiles away (only works if there is a SIGHT body part "eyes")

EXTRAVISION
allows the creature to see 20 tiles even with the lack of SIGHT bodyparts. Also VIEWTANGE doesn't affect this in any way.
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Putnam

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Re: Are creature lines of sight moddable or hardcoded?
« Reply #7 on: June 29, 2012, 05:00:34 pm »

LIGHT_GEN should work with your underground issue.

Meph

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Re: Are creature lines of sight moddable or hardcoded?
« Reply #8 on: June 29, 2012, 05:04:59 pm »

EXTRAVISION allows spellcaster in fortress mode to use line-of-sight interactions through walls. As long as it is within range, nothing else matters, that why I said that it allows to see through walls. Dont know if an adventurer could actually do that.
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Makbeth

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Re: Are creature lines of sight moddable or hardcoded?
« Reply #9 on: June 29, 2012, 05:48:14 pm »

How does light_gen affect stealth, and do I need to edit viewrange for all creatures or just my adventurer?
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Diso Faintpuzzles was born in 120.  Although accounts vary it is universally agreed that Diso was chosen by fate as the vanguard of destiny.

In the early spring of 143 Diso began wandering the wilds.

In the early spring of 143 Diso starved to death in the Horn of Striking.

GreatWyrmGold

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Re: Are creature lines of sight moddable or hardcoded?
« Reply #10 on: June 29, 2012, 08:52:24 pm »

I'm not sure about stealth, but enemies have ignored less than light whilst I was sneaking.
If you want to see further, probably just your critter. Otherwise, everything you want to see shorter.
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Makbeth

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Re: Are creature lines of sight moddable or hardcoded?
« Reply #11 on: June 30, 2012, 06:54:17 pm »

None of those seem to work I'm afraid.  I guess adventurers are just hardcoded to be the only thing that can't see in the dark, even if the rest of their species can. 
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Diso Faintpuzzles was born in 120.  Although accounts vary it is universally agreed that Diso was chosen by fate as the vanguard of destiny.

In the early spring of 143 Diso began wandering the wilds.

In the early spring of 143 Diso starved to death in the Horn of Striking.