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SuperwardGeComponentDef

16.1

Class Documentation

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A superward: a unit that owns a vision region on the map and shows effects for the teams that the server lists. It sits in the Superward field of a SuperwardEntityTemplate.

Region. When the entity spawns, the component finds the region entity that visionRegion names, takes the outline of its Region field (RegionGeComponentDef) and builds a flat ground mesh from it.

Region visibility. Each tick, the component checks a unit that the HUD tracks. While that unit is the unit of the superward for at least 0.1 seconds, the component shows the region entity. Otherwise it hides the region entity. Which HUD state the check reads, such as hover or selection, has not been identified.

Teams. The server adds teams to a team list and removes them. After each change, the client spawns the VfxSystem effect if the team of the local player is in the list, and destroys it otherwise. A spectator sees the effect when the list is not empty. The effect gets the ground mesh as its linked mesh, so an emitter with a VfxEmissionLinkedMeshData surface emits over the region. The server can also send a start time, and the client fast-forwards the effect by the time that has passed since then.

Properties

0x724108b0

F32 = 0
16.2
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Not read by the client. Purpose not yet identified.

visionRegion

Hash = "0x0"
16.2
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Name hash of the region entity whose outline the superward uses.

Referenced by 1 class · 1 property