Visibility

Visedek

New Member
Reaction score
0
Hi, I have a map where i want to have a fog of war over the whole map but so you can see where I have put visibilty modifier regions...In other words you can see where I have put another region enableing visibility
 

Komaqtion

You can change this now in User CP.
Reaction score
469
Well, use this to enable Fog of War across the map:
Trigger:
  • Fog
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Visibility - Enable fog of war


Then do this to make regions visible:
Trigger:
  • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region 1 <gen>
 

Visedek

New Member
Reaction score
0
Well, use this to enable Fog of War across the map:
Trigger:
  • Fog
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Visibility - Enable fog of war


Then do this to make regions visible:
Trigger:
  • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region 1 <gen>

Thats what Ive done and it doesnt work
 

Visedek

New Member
Reaction score
0
Trigger:
  • Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Fog of War across (Playable map area)
      • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region 009 <gen>
 

Dregonx

TH.net Regular
Reaction score
21
Trigger:
  • Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Fog of War across (Playable map area)
      • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region 009 <gen>

You need to change the first one to just plain Enable Fog of War, not for a specific player, if I'm correct.

Also, you need to add a trigger that enables the last created visibility modifier, under the second one.

Code:
Visibility - Enable (Last created visibility modifier)
 

Visedek

New Member
Reaction score
0
Yes that works. Another thing though, I want it to be able to show all units/buildings for Player 12 - Brown
 

Dregonx

TH.net Regular
Reaction score
21
Yes that works. Another thing though, I want it to be able to show all units/buildings for Player 12 - Brown

As in, whatever player you are, you can see what units they have all the time?

Edit: Well, I was gonna say, you can just do:
Code:
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Enemy with shared vision
 

Komaqtion

You can change this now in User CP.
Reaction score
469
This will give all players visibility of player 12's units:
Trigger:
  • Fog
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Temp_Group = (Units owned by Player 12 (Brown))
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • Set TempPoint = (Position of (Picked unit))
          • For each (Integer A) from 1 to 12, do (Actions)
            • Loop - Actions
              • Visibility - Create an initially Enabled visibility modifier for (Player((Integer A))) emitting Visibility from TempPoint to a radius of 512.00
          • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call DestroyGroup(udg_Temp_Group)
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Staff online

      • Ghan
        Administrator - Servers are fun

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top