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Line of Sight (EU2012): Difference between revisions

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Peeking tiles do not expand the vision range, only make parts of the vision sphere visible. The origin/destination of line of sight are extended by peeking tiles, but limited to the original vision sphere centered on the unit. This is why when the unit steps out due to an action, they can sometimes trigger another pod, since the vision center/sphere actually shifts then.
Peeking tiles do not expand the vision range, only make parts of the vision sphere visible. The origin/destination of line of sight are extended by peeking tiles, but limited to the original vision sphere centered on the unit. This is why when the unit steps out due to an action, they can sometimes trigger another pod, since the vision center/sphere actually shifts then.
While peeking, the entire segment from the unit's center point to the peeking tile center point is included, whether as attacker or target, not just the center point of the peeking tile.


==== Non visible attackers ====
==== Non visible attackers ====
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== See Also ==
== See Also ==
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Revision as of 06:27, 29 April 2025

While the aesthetics of the in-game fog/vision appears vague, the only requirement for having line of sight of a voxel seems to be whether a unit can see the center point of that voxel. Units are two voxels high with the center point of the top voxel being where their origin of line of sight comes from. The requirement for line of sight of a unit seems to be whether there is line of sight of the top voxel of that unit, bottom is ignored. The game's cover mechanic extends a unit's origin/destination of line of sight.

Obstacles

Most obstacles provide visual cover, even low cover. The entire cube/side acts as a blocker for vision, excluding the edges if they coincide on the line of sight.

Some non transparent obstacles seem to provide no visual cover. Not sure if it's a bug or a feature. Ramps and that one truck with a crane seem to be purely see-through. It is unclear whether these objects only provides one voxel of visual cover (like low cover) or none at all.

Transparent cover can exist, but usually only discovered through explosions. Exploded vehicles that still provide high cover may end up useless as vision blockers. In certain cases, an exploded wall may provide full cover (and visually transparent) due to hanging objects being intact (paintings/pictures, ladders), despite the wall behind being destroyed.

Estimating with the camera

Use of the in-game camera in certain cases can make quick estimates of whether two points/areas will have line of sight of each other. Try to get vertical on the camera the line from the tile to an obstacle corner. Unfortunately, it's not exactly easy or possible if it requires the third dimension, or if the distances are too far away to create a vertical line.

Peeking cover

Attacker and target units are within each other's vision range, but the tile used to attack is outside of the target's vision range.

Peeking tiles do not expand the vision range, only make parts of the vision sphere visible. The origin/destination of line of sight are extended by peeking tiles, but limited to the original vision sphere centered on the unit. This is why when the unit steps out due to an action, they can sometimes trigger another pod, since the vision center/sphere actually shifts then.

Non visible attackers

This can explain weird circumstances like being targeted by non visible units. Let's say without any obstacles, both the attacker and the target are in vision range of each other at a diagonal in such a way that if there is full cover in front of the attacker, their outer/furthest peeking tile is outside the target's vision sphere. If the inner/closer peeking tile is also blocked by visual cover, then the attacker would appear to be non visible to the target.

The same idea applies when the attacker and target are just outside of each other's vision range, but the target is using cover and therefore their peeking tile is within the attacker's vision sphere. This was the case for the Sectoid in the cover visibility example.

See Also

EU2012 Badge XCOM: Enemy Unknown: Gameplay Mechanics
Action SystemMovementChance to HitCoverCritical HitsCritical WoundsDamageFlankingLine of SightOverwatchSuppression