Advanced Jamming


Box art for Advanced Jamming For: Supreme Commander
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Description
Holograms will work as follows:

-They have both visual and radar images, so enemy units in range can see them and enemy units with radar will see a blip representing a unit via a stratigic icon.

Note: Omni does not clear away the holograms as they are seen as real units!

-Holograms will pass thru most structures.

-They can be targeted by both players and AI... Enemy units will attempt to engage them as if they were real units. Players can spot the holograms because they use a different shader then the "real" units. This is only true if the player has a true line of sight to the hologram as they can't be revealed via radar indirectly. This is why the players will have to "micro" their forces to ensure their forces are attacking the right units and not holograms.

-When shot the holograms will disapear and the projectile will pass thru them harmlessly. Holograms are disrupted by the projectile passing thru them and do not give veterancy to the units attacking them.

Note: Destroyed Holograms are instantly respawned by the jamming / parent unit.

-Holograms will attempt to patrol around the jamming unit that created them if it's a unit or they can be set to a targeted area to form a fake base. (Second part i havent started working on unit as the unit version is important to do first)


Whats left to do:

I have most of the scripting issues solved so far.. Only have to work on:

-Hologram formations. (creating via script)

-Unit / hologram collisions. (preventing so th holograms dont play bumper cars with each other)

Please report any bugs or game play issues via GPGnet forums.


Resin
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