Making a unit Invisible without making them transperant

polo2005

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Is it possible to make a unit invisible without adding the invisible fading effect on the unit?

In other words, i'm looking for a way to make unit invisible for other players without making the unit actually look invisible.
 

Solu9

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It seems a bit odd that you want to leave out any feedback, except the small buff icon, for the player using invisibility.

But one you can do it is by making the using unit invulnerable and then vulnerable when it attacks.
Im tired right now so thats the best solution I can come up with.
 

polo2005

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I'm afraid that wont work in my case, i'm trying to make an event at the same place at the same time, and each player should see their own character rather then seeing someone else.

And the best possbile solution would be if only that player could see his own unit, wich invis would solve but i dont want the transperant effect.
 

SouLEDGE

Damn you advanced calculus
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Try setting the transparency of the invis unit?
So when the unit uses invis or your event causes units
to become invis try setting their transparency to 0%
 

polo2005

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already tried that, but it didn't work
 

shady

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I'm not such a big coder but i think there must be a way to hide the unit from group by using the command Unit - Hide (Casting unit) inside of the group

Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to your ability
    • Actions
      • Unit - Hide hide[((Integer((Real((Player number of (Owner of (Casting unit))))))) + (Number of players in (All enemies of (Owner of (Casting unit)))))]


I don't know if it works but try it.

Use "hide" as variable of type UNIT to set the trigger
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
I'm not such a big coder but i think there must be a way to hide the unit from group by using the command Unit - Hide (Casting unit) inside of the group

Trigger:
  • Untitled Trigger 001
    • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
    • (Ability being cast) Equal to your ability
    • Actions
    • Unit - Hide hide[((Integer((Real((Player number of (Owner of (Casting unit))))))) + (Number of players in (All enemies of (Owner of (Casting unit)))))]


I don't know if it works but try it.

Use "hide" as variable of type UNIT to set the trigger
wouldn't that cause the game to desync?
 

shady

Member
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7
I don't really know mate, that's why i said i don't know if it will work or not :D, but there must be a way to hide unit from your enemies by using unit groups
 

Solu9

You can change this now in User CP.
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The "hide unit" function hides the unit from the game. Not only for player's not controlling the unit.
 
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