Changing a unit's sight radius

Darius34

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Is it possible to do this? The unit should not be able to see his own units. I tried Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Black mask from (Position of (Triggering unit)) to a radius of 300.00. Didn't work. Would use upgrades, but they are irreversible. Don't know of any item abilities that deal with sight...are there any?

Anything along those lines above will do, as long as a unit can have it's sight reduced. I understand not being able to see you own units may be impossible to make. Thanks for help.
 

chovynz

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Can you be more specific? Because Sight radius is not the same as minimap detection, or line of sight.

Posting a trigger will help us to help you as well.

Without seeing what you doing (or fully understanding even) I'll give some answers. There may be more ways of doing what you want.

1) Yes easily it's possible to change the units sight radius. Object editor. Stats I think. Or you could modify visibility Gameplay Constants under the Advanced menu.

The unit should not be able to see his own units.
This I dont understand. The Player is the one who can see all his units. On the minimap and on the screen. Are you talking about line of sight here? Are there walls in between your units or are you on an open field? Is the camera locked on one unit or is it free roaming?

You can hide units from the minimap by going to Object editor - Display on minimap - False.

Your Visibilty modifier is working because your telling Black Fog to Be On Triggering Unit, which already has a minimum visibilty on in it's stats. So your trigger IS working, it just doesn't look like its doing anything. You've told the black fog to be at a place where there is a lamp effectively. Doesn't work because where there is light, darkness flees.
 

Darius34

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I mean sight radius, not any of the other two. For the trigger, all I have is that single action above.

I know you can change someone's sight radius that way. I want to do it ingame, and for any unit. If it's possible, yes, I want the player not to be able to see his own units, probably by making a black fog around the unit in question. The player would just be able to see one unit, and fog all around.

For the trigger, it's probably the way you suggested. How do I make the black fog then? Do I need to do anything to the triggering unit?
 
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I do not get the point..

If yo uwan ta black mask, how are yo usupposed to check units?

Well, it is possible by setting sight radius to 0, in that case unit will not be seen under the fog of war.

As for decreaisng/increasing radius, I think I remember an item, maybe "Goblin Night Scope" or something like that that increased your sight.
Not sure though, haven't launched WE for awhile now.
 

chovynz

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Make your unit have little visibilty (maybe 30) in the object editor
Make 1 abilites, SightUp,
SightUp the units starts with.
Visibilty modifier emmiting visibillty to range 500 w/e
When you want to reduce the visibilty, remove the ability using triggers.

Remember to hide them from the minimap (it sounds like you'd want to do that to, otherwise the player would see them ON the minimap.)
 

Darius34

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You don't check your own units. It's meant to be a debuff. I'm aware that it might be impossible, but I want to find out for sure.

As for putting 0 in OE, mentioned above. Goblin Night Scope uses an upgrade (I think), so I can't use it.

EDIT: chovynz, what ability is it again?
Make 1 abilites, SightUp,
SightUp the units starts with.
Visibilty modifier emmiting visibillty to range 500 w/e
Sorry, I don't really get what you're saying in this part.
 

chovynz

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[del]I didn't understand your last post at all.

Doing it the way I proposed will work.
Its sets your units to visibility very low; as a unit.
Then at map init it puts an ability that sets the visibilty to normal
When you want to "debuff" remove the ability - visibilty debuffed.[/del]

Edit: ok.

Make a custom ability that has visibilty of 500 or so.
Call this ability SightUp or something

Edit your units in the object editor so that they have very little or no visibility in their stats.

At map initialisation make a trigger that adds the ability Sightup to your units.
When you want them to "have reduced sight" remove the ability using triggers.
 

Slapshot136

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i think you can make an upgrade that has a dummy requirement so it wont work unless the player has the requirement, and then trigger to give/take away the dummy's for the player
 

chovynz

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Yes I wasn't very clear about that. Thats what I was aiming at. Thanks for clearing that up Slapshot136.

I just thought of another way.. and its probably easier than my first suggestion

Make all units low visibility in the object editor
Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting visibility from (Position of (Triggering unit)) to a radius of 300.00.
Disable Visibilty modifier (when debuffed)

It's really just doing what you did in reverse.
You had:
Unit starts with normal sight
Remove normal sight

I have:
Unit starts with low sight
Add normal sight
remove normal sight when I need.
 

Darius34

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Thanks for the rapid replies. However,

I don't think there is an ability that adds sight. If there was I would have used it as such: set the sight added to a negative value, and add to whatever unit I want debuffed. (Remove it when the debuff ends). The only one is Ultravision, and that is a dummy - Ultravision uses an upgrade, which I cannot use.

Your second method would definitely be easier normally, but I have a lot of units and the debuff has to be applicable to all. And the visibility modifier stays on the ground, it does not follow the unit. So I don't think it'll work, sorry.

i think you can make an upgrade that has a dummy requirement so it wont work unless the player has the requirement, and then trigger to give/take away the dummy's for the player
Upgrades are irreversible - they cannot be removed. Said above.

I'm beat. It's 4:30am in my timezone. I'll be back tomorrow. :)
 

chovynz

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I don't have access to the WE so I can't put a specific trigger up here. But I know it works. I've used the visibilty modifiers in my own maps. Plus every map I've ever played on has night and/or day. Think about how that works. Why is the visibility smaller at night than at day? (Because someone has set it like that in the Gameplay Constants.)

First, There is an ability called reveal. You might be able to use that.
Second, You could create a 500 visibility dummy unit that follows the low visibility triggering unit. Then just delete the dummy unit when the 'debuff' happens.
Third, You're gonna have the same amount of work no matter what method you use.
Fourth, you can create abilities that mimic any other ability you see or can think of, without the requirements for an upgrade. So there's no limits to what you can do other than imagination and knowhow. (And sometimes WC3 limitations - that's not the case here - and then there are other ways around the limitations.)

If there's lots of units, you can use common 'things' to identify which ones you want to add the ability to. For example you could use:
'pick all units belonging to player 1'
or 'pick all units of type Footman'
or 'pick all units of classification organic'
or 'pick all units on playable map area'

You just need to think of what is the most common denominator for the units you want to add this to. I don't really think I can help you any more on this without you posting a trigger, or you experimenting with what I've given you.
 

Darius34

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The issue here is not whether the method works. I know it does. The issue is the practicality of this method. My map is an AoS, there are going to be at least 60+ units running around at any one time, very possibly more. Does that mean I have to have a dummy unit with 500 vision following every single creep, ancient and neutral? I can't use the night/day cycle because it's global for every player. And units have different vision ranges, so I can't use visibility modifiers for every single one. That would mean I'd have to create 60+ visibility modifiers in 60+ variables so I can enable/disable/destroy them later on. Or Far Sight with maybe 30+ different levels so I can Far Sight each unit.

Fourth, you can create abilities that mimic any other ability you see or can think of, without the requirements for an upgrade. So there's no limits to what you can do other than imagination and knowhow. (And sometimes WC3 limitations - that's not the case here - and then there are other ways around the limitations.)
I'm not sure what you mean. If you're talking about a dummy ability such as Moon Glaive or Ultravision, they don't work. These are dummies that do NOTHING at all - they just show an icon and a tooltip. They are simply there only to be triggered by an upgrade, informing the player why his Huntress' glaives are bouncing more. And AFAIK there are no abilities that increase sight the way Item Life Bonus does hp.

Third, You're gonna have the same amount of work no matter what method you use.
That's all I wanted to know, I guess. Thanks anyway.
 

Weyrling

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Goblin Night Scope modifies Sight Range. It is under Special -> Items -> Item Sight Range Bonus
 

chovynz

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I'm feeling a bit irritated here that I don't know how to get across to you what I'm saying. I've said the solutions as simply as I could. I'm responding directly to your posts with solutions to what you're asking, and you tell me they dont work - seemingly without trying them.

And I can't tell if you were being sarcastic or not in saying "Wow. All that trouble for that ability. Thanks a LOT," So I'll say this. I thought you couldn't use that ability (Goblin Night Scope) for some reason.

I feel like all of my posts on this thread have been a waste of my time.
 
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