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Construct a simple BlindZeus test with one AI, and one engine-on enemy team vehicle on the other side of the map.
The enemy team vehicle should not render, but if the Zeus Camera pans manually to where it is, one can still hear it's engine.
Particle FX* are also rendered if the enemy vehicle is, for instance, rolling down a hill.
Possible fixes:
Something to do with addCuratorCameraArea. Not sure if feasible due to limitation of the function.
fadeSound depending on camera distance from nearest AI, or simply cut all audio past a certain distance. Would normally conflict with Volume Reduction scripts (ie: ACEX volume, ACE hearing) but none I can think of actually function in Zeus right now.
The text was updated successfully, but these errors were encountered:
The particles and sounds are a known thing. They are not a major issue if the curator camera area are setup to limit the zeus. And if the zeus go about looking for particles and trying to hear sounds, the troops are not being looked after much.
This is a small issue for now. Thank you for the report however, I was meaning to write something about this so this is a good start...
To reproduce:
Possible fixes:
addCuratorCameraArea
. Not sure if feasible due to limitation of the function.fadeSound
depending on camera distance from nearest AI, or simply cut all audio past a certain distance. Would normally conflict with Volume Reduction scripts (ie: ACEX volume, ACE hearing) but none I can think of actually function in Zeus right now.The text was updated successfully, but these errors were encountered: