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scoutingInfo

(NEW) This feature is valid for Expeditions only.

Overview

The scoutingInfo substage corresponds to an assignment where the player needs to explore the particular area(s) of the map. Every such area is defined by the particular hidden zone, a certain radius around it, and a required percentage of area exploration.

This assignment requires full exploration (of the specified percentage) of target areas. Full exploration fully removes the fog of war and displays the explored area in full color on the map. On the contrary, partial exploration partially removes the fog of war and displays the explored area in the shades of gray on the map.

However, target areas need to be fully explored only to required percent to accomplish the assignment, see winCondition below.

NOTE 1: This substage may have multiple target areas that the player will need to explore. These areas correspond to records in the scoutingsProp list: [0], [1], etc. Radiuses of the target areas and their exploration options are set up on the per area basis (within these records).

NOTE 2: Every area to be explored is defined by a certain target zone and a certain radius around it. Previously, to make this target zone hidden, you were required to add the ZonePropertyHiddenHint prop with the completely disabled zoneDiscoverability settings to the props of this target zone. However, in the current version of the game, this is not required. The target zone will be hidden automatically, but you will need to ensure that it is not used in other objectives that may make it visible.

Setup

After selecting the appropriate settings type, the scoutingInfo section will contain the following settings:

  • scoutingsProp list – The list of zone-related assignments correspoding to areas that need to be explored. At least one record in this list is required. If you add multiple records to this list, the player will need to explore all of these areas, in any order.

    • [0], [1], [2], etc. – The record of the particular zone-related assignment correspoding to the area that needs to be explored.

      • OptionalToPerform(Optional) Enabling this option will mark this substage as optional. By default, this option is disabled and the substage is required. See Optional Substages for details.

      • uiDesc – The name of the substage that will be displayed in the UI of the game.

      • radius – The radius of the area to be explored around the specified target zone (selected in the zoneGlobalId field).

      • winCondition – The required percentage of target area exploration. Possible values: from 0 to 1, where 0 corresponds to 0%, and 1 corresponds to 100%. For example, the value of 0.75 will require exploration of 75% of the target area to accomplish the assignment.

        NOTE: Values displayed to the player in the UI will always be from 0% to 100%, but the specified winCondition value will be taken into account during calculations of the progress of this scale. I.e., the percentage required in winCondition will correspond to 100% in the UI. However, the player will not actually see 100% in the UI, since at 100% the assignment will be considered accomplished.

      • notification(Optional) The notification to be displayed after completion of this zone-related assignment of the substage. See Notifications for details.

      • Fake Zones(Optional) The list of initially possible, but, after exploration, unsuitable zones for the execution of this assignment. See Fake Zones for details.

      • zoneGlobalId – The target zone that, along with the radius (see above), defines the target area to be explored by the player. By default, the zone selected in the zoneGlobalId field will be located in the center of the area to be explored and radius will define the radius of the exploration area around it. If necessary, the center of the exploration area may be moved from the target zone, see localOffsetScoutingAreaRelativeZone below.

      • localOffsetScoutingAreaRelativeZone – The offset of the center of the exploration area from the center of the zoneGlobalId zone. Currently, there are two classes of settings available in this section:

        • Vector2d:

          • x – the offset of the center of the exploration area by the X axis in the Editor.
          • y – the offset of the center of the exploration area by the Z axis in the Editor.

          NOTE: For example, if coordinates of the center of the zoneGlobalId zone locator in the Editor are (160, -50) and you are specifying 10 as the value for both x and y, the coordinates of the center of the exploration area in the Editor will be (170, -40). Please note that in the Editor, this will be its (X, Z) coordinates.

        • Vector2dRnd – This type of settings should not be selected. It will be removed.

        WARNING: Please note that even when you need no localOffsetScoutingAreaRelativeZone offset, one of the not-null setting types must be selected in this field. After selecting, you can leave it with the zero values. If you do not select one of the setting types (Vector2d or Vector2dRnd) in this field, this will result in an error (crash).