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Joined: Jul 2018
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Teleportation under SkillData in the Stats Editor has a column where "IgnoreVisionBlock" can be specified. Apparently, the value is getting ignored for any Teleporation skills such as Freefall or any derived Teleporation skill.

Though it works as expected for Projectile skills which is probably the only other place where it can be specified.

Any workarounds on how to make teleportation ignore line-of-sight?

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For teleportation skills, that flag only affects whether vision gets checked for the source object to teleport. For the target, it's indeed not used and it must always be in sight.

Also note that this flag does not completely ignore vision checks (for teleportation nor for any other skills). It does ignore static vision blocking (not sure what this is), characters blocking vision, items blocking vision, and doors blocking vision. It does not ignore surfaces blocking vision though (like smoke clouds), unless it's a melee skill (which is not the case for teleportation).

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I think the flag should work in the same manner for both type of skills. Take for example the LaunchBomber(Wind-Up Toy) skill under Projectile which is very similar to Teleporation as both skills require a target location away from the caster. In case of LaunchBomber (or its derivative skills) the vision block flag is respected.

IMO, IgnoreVisionBlock makes more sense for teleportation since by definition one is not "throwing" the body/character to the target location which would require line-of-sight. As per the animation (and general understanding), the character just disappears and reappears in the target location. The only constraint for teleportation should be for the spawn point to be on a valid surface respecting the fog-of-expoloration and/or the effect radius - whichever is more constrained.

The presence of the flag only suggests that this might have been the originally intended behavior. May be someone can enlighten me if line-of-sight is computed differently for projectiles and magic spells?

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What I described is how it is implemented in code right now. The flag is used to affect the line-of-sight calculation for the source object in case of teleportation, but it is not used when calculating it for the target. For projectile skills, it does affect the line-of-sight calculation for the target object. Teleportation and projectile skills do not share the same code.

They do call the (same) line-of-sight calculation routine (the teleportation code even calls it twice; once for the source, once for the target), but it has parameters that allow the caller to specify what should be considered vision-blocking and what not.

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@Tinkerer, thanks for the insight. I think the issue is due to those parameters which remains unchanged even when the flag status is modified. Seems to defeat the purpose of having the flag in the first place.

Is it possible to create a derived skill (perhaps programmatically) in a mod which can override those parameters?


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