How to set what they start off viewing?

  • Thread starter Thread starter RedEagle
  • Start date Start date
R

RedEagle

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A real basic question, I couldnt find it in the faq section.

Im looking for the thing that lets you start off viewing the whole map or part of it when you have no units there.

So like a vision thing.

Thanks
(Sorry for my newbness, just forgot where this thing was)
 
I think you're probably talking about the fog of war / shroud, have a look out for these actions:


this action reveals the entire map:

visibility - disable black mask

these actions reveal a selected portion of the map:

visibility - create visibility modifier region
visibility - enable visibility modifier
 
Thanks

Thanks very much, that was it. Ill probly have some more questions later so ill post them in here so I dont start 100 topics.

Thanks again
 
some mroe questions

Heres some questions

1)I have a ogre going at a movement speed base of 1. This the slowest it can go? cause its not moving that slow. Im trying ot make it go really slow.

Thanks
 
thanks

Thanks man, my porlbem was the unit was classified was different from the other. So I changed em, now it works.

1)I have an AI question though, there any way to make it so Player controlled archers all dont shoot the same target? I have it where it takes 2 arrows to kill a mob but I have a hundred archers in one spot, they all shoot the same mob when that doesnt need to happen, there a way to split it up so, they all hit different enemies?

2)How can you figure out the variable of a unit thats not created yet? Im trying to target a unit and "issue an order" but I cannot select the unit cause its not created yet.

thanks
 
pre 1.13, the minimum moving speed was actually 25, even though you could set it to 1. In 1.13, the actual minimum moving speed is now 1.
 
1) no easy way no, that sort of behaviour is coded deep within the ai engine. You would have to do some detailed triggering to over-ride what the archers are doing.

2) huh? how can you issue an order to a unit that doesn't exist? why not just make a trigger with an event to catch the creation of the unit, and then issue the order then?
 
Ok, thanks.

You answered my second question in SD's posts.
Ill explain two though in case there is a way.

I have a unit being created after 100 seconds of game time, I then have that unit run to and destroy a gate, and im trying to make the unit run back after it destroys the gate. I was wondering how to issue an order to a target that is not preplaced on the map.

Thanks
 
Thanks to RedEagle and SD_Ryoko for registering btw, its refreshing to see guys making posts who aren't called "unregistered". :)

trigger 1:

event:
elapsed game time is 100 seconds

actions:
unit - create 1 <uberunit> at <someregioninmap>
set <uberunitvariable> = (last created unit)
order (uberunitvariable) to attack <the_gate>

trigger 2:

event:
<the_gate> dies

action:
order (uberunitvariable) to move to <whereverhefirstcamefrom>


is that ok?
 
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