moneymonday Posted June 22, 2024 Share Posted June 22, 2024 made this chunk of code to reveal a big circle on the map but it's super clunky and inefficient. having trouble finding any other way to do this though. Is there any way to just configure the size of RevealArea? for angle = 0, 2*math.pi, math.pi/10 do for radius = 0, 150, 30 do local revealx = radius * math.cos(angle) local revealz = radius * math.sin(angle) inst.last_attacker.player_classified.MapExplorer:RevealArea(revealx + x, 0, revealz + z) end end Link to comment https://forums.kleientertainment.com/forums/topic/157428-better-way-to-reveal-a-big-circle-on-the-map/ Share on other sites More sharing options...
alainmcd Posted July 6, 2024 Share Posted July 6, 2024 I don't believe you can, no. However, the revealing can indeed be improved. You need more calls for larger radii or, conversely, less calls for smaller radii. For example, for radius 0 you'd need 1 call (or 0), instead of 20. If you're not bothered if the resulting area revealed is not quite a circle, maybe a hexagon-ish? It's more efficient, see this and this. In particular, the cases for n=1, 7, and 19 and, continuing the series, 37 and 61 and so on, each cover an increasingly large hexagon. Which reminded me of this post; while not quite the same problem, the solution is related and probably reworkable. Considering performance again, p and q should be cached. Link to comment https://forums.kleientertainment.com/forums/topic/157428-better-way-to-reveal-a-big-circle-on-the-map/#findComment-1732973 Share on other sites More sharing options...
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