Not to rez a old thread but...
If you are still considering such a thing, I know it's possible to code in special effects based on types of areas placed within a map.
For instance, lets say this (in laymans code)
Code:
If <any> player enters area of type <cover> then add that player to class <incover>
only display players without class <incover> on UAV display(ties is with your UAV code)
only problem, aside from getting it coded, would be in relation to destructible objects that provide cover as well. Due to the fact that level designers need to actuallyy place the area shapes on the level in engine. Once that object is destroyed the area shape is still there. There is a possible solution however:
Code:
If <anyobject> is LINKED(This is a cryengine thing) to <cover> area type, then allow above code to be <ON>
If <anyobject> is LINKED to <cover> and said object is destroyed, then invalidate, or turn <OFF> that bit of code.