Visibility reset

FannyShaver

Well-Known Member
Event - 5sec of the game

Actions -

Visibility - Disable Fog Of War visibility
Visibility - Disable Black Mask visibility
Player - Modify player 1 Minerals: Add 1000
Player - Modify player 1 Minerals: Add 1000
Player - Modify player 1 Minerals: Add 1000
Player - Modify player 1 Vespene: Add 1000
Visibility - Enable Fog Of War visibility

In wc3 this would make an impression of already explored terrain keeping fog of war. for some reason it doesn't work, can someone take a look at this or it's just me?
 

Ancanus

[ancanus@TheHelper.net]# _
Doesn't already explored terrain always keep fog of war? Or you mean you want a black mask over explored terrain? If so, you can use this:

Trigger:
  • Events
    • Timer - Every 0.5 seconds of Game Time
    • Local Variables
    • Conditions
    • Actions
      • Visibility - Change visibility for player 1 to Unexplored within (Entire map) and Do Not check cliff level
 

FannyShaver

Well-Known Member
Didn't worked. I guess they are buggy overhere. I'll try few other things, then I guess it's a good idea to report a bug.
For instance, even if you do, in Map Options No Fog of War for unexplored terrain, and in trigger set Fog of War On, it doesn't.
 

FannyShaver

Well-Known Member
Here's what I am trying to achieve:

1 is currently explored by unit
2 has been already explored but is currently fogged
3 has not been explored and has a gray or black maks (fuck knows which one)

I am trying to have all 3 like 2.

 

sqrage

Moderator
Staff member
No. There is a slight difference, but not exactly as much as I need it.
Trigger:
  • Melee Initialization
    • Events
      • Game - Map initialization
    • Local Variables
    • Conditions
    • Actions
      • Visibility - Change visibility for player 1 to Explored within (Playable map area) and Do Not check cliff level



What about that?

Oh wait, just read the rest of the thread. The above one said unexplored though..
 

Ancanus

[ancanus@TheHelper.net]# _
Yes. Actually like sgrage says. How about using that trigger to explore then unexplore?
 

FannyShaver

Well-Known Member
No, what I want is to do this in the beginning of the game, people start game, and give them already explored terrain.
I need 3 ( unexplored and still gray masked terrain to be explored and fogged without mask automatically, entire map).
 

Ancanus

[ancanus@TheHelper.net]# _
Ok... let's try agreeing in some terms.

FannyShaver, from your image let's call:
zone 1, WHITE
zone 2, GRAY
zone 3, BLACK

What color do you want for:
a) An area where no unit has gone to.
b) An area that an unit has explored.
 

FannyShaver

Well-Known Member
Well, so either something is wrong with my pc, or I dunno. Once gray mask (explored and fogged terrain as you say) is applied I can't see no terrain - just like a black mask.
 

sqrage

Moderator
Staff member
Well, so either something is wrong with my pc, or I dunno. Once gray mask (explored and fogged terrain as you say) is applied I can't see no terrain - just like a black mask.
Don't apply any masks or anything. The ONLY trigger you have to use is the one I posted above for the result in my screenshot.

Trigger:
  • Melee Initialization
    • Events
      • Game - Map initialization
    • Local Variables
    • Conditions
    • Actions
      • Visibility - Change visibility for player 1 to Explored within (Playable map area) and Do Not check cliff level
 

Dan

The New Helper.Net gives me great Anxiety... o.O;;
No, what I want is to do this in the beginning of the game, people start game, and give them already explored terrain.
I need 3 ( unexplored and still gray masked terrain to be explored and fogged without mask automatically, entire map).
I love you, but you need to use VOCABULARY correctly...

FOG = gray mask (at one point you saw but now you don't)
UNEXPLORED = BLACK (at no point have you seen)
VISIBLE = you can see...

as far as I know there are no OTHER options... so what you are asking for is...

the entire map to have "fog of war" ?
 

FannyShaver

Well-Known Member
Did exactly as you said. Here's the effect, it does differ;



And without stripes



I bet you can see the difference between this what will be explored and this what already was.

Trigger:

Trigger:
  • Melee Initialization
    • Events
      • Game - Map initialization
    • Local Variables
    • Conditions
    • Actions
      • Player - Modify player 1 Minerals: Add 1000
      • Player - Modify player 1 Minerals: Add 1000
      • Player - Modify player 1 Minerals: Add 1000
      • Player - Modify player 1 Vespene: Add 1000
      • Visibility - Change visibility for player 1 to Explored within (Playable map area) and Do check cliff level
 
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