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["my_reveal_struct_name", [my_group_object] ] call FL_Spotlight_fnc_setRevealTo;
I don't see much of a problem with it working just with typed in radius without 3D visualisation in Zeus.
Zeus enables you to act as needed instead of having to predict what players will do. Having the ability to just drop the spotlight close to players or AI You want to be revealed then drop it next to AI one wants them revealed to would be enough tbh
Simple and should cover 90% of cases. As long as one does not try to use Zeus like 3den and create a mission from the ground up.
This mod is server side only, meaning: players do not need the mod to take part in a mission using Spotlight!
I wrote it in the description now :)
I have troubles finding a proper solution for Zeus. Defining areas which also cant be seen by the participating players is difficult
The problem of the zeus implementation is that there is no option during the session to scale an area via 3d graphical user interface as in eden editor. Saying you would have to type in numbers for radius or edge lengths. And you could not see the shape of the resulting area.
1. Ability to set area in which AI's will get auto included as voyeurs (informed) when the spotlight trigger is tripped but at the same time not working as spotlight trigger itself.
Would save lots of typing when seting up a complex ambush that you don't want to get autoinformed when enemy walks in on their position instead of entering the killzone
2. Zeus support
"The enhanced AI module only needs to run on servers or clients expected to spawn AI units. Such as the server, headless client, or for any Zeus players. If the custom behaviour modules and waypoints are being used. The mod needs to be installed on all servers and clients."
Spotlight needs to be available on the server and for the mission creator.
Do these mod (both) need to be loaded on all clients to run? Or can they be loaded (dedicated) server only?
I can recommend to use LAMBS together with Spotlight - our community enjoys this combo very much :D
Sorry typo...
In the past I have tried triggers that uses *reveal* on each player within the trigger area for an enemy mortar (group). Unfortunately that was not enough to get the mortar to fire reliably, even if knowsAbout was at 4. Mortar had to be within 200 meters, so I ended up scripting predefined shots targeted towards triggers areas.
So I was wondering; have you tried this with artillery (eg: mortar units)?