Vision Question
Jun 20 2009, 2:26 am
By: Cheezy  

Jun 20 2009, 2:26 am Cheezy Post #1



This is a really newbie-ish question but I've never needed this before..

So, I'm making a movie map. I know about map revealers and that they give vision but... How do I remove them in-game?
I can create map revealers through triggers, but I can't remove them through triggers? Are there any other ways to remove/give vision at a certain place in a map?

I've tried "Remove all map revealer for player 1 at (location)" but it does nothing



None.

Jun 20 2009, 2:30 am Vrael Post #2



Edit: wow was I wrong... I remember like, years ago when I came to SEN and asked this same question I was told there was no means to remove them...

Post has been edited 1 time(s), last time on Jun 20 2009, 3:50 am by Vrael.



None.

Jun 20 2009, 3:16 am SelfPossessed Post #3



Map Revealers can be created at a location. However, upon creation, they no longer exist at that location. In other words, they are not affected by triggers which deal with locations, such as "remove at location" or "kill at location."

You can, however, remove ALL of the Map Revealers for a player by using the "remove all unit" or "kill all unit" trigger. You cannot, however, remove a specific one.



None.

Jun 20 2009, 3:30 am Cheezy Post #4



I see. Thanks for that information!



None.

Jun 20 2009, 5:40 pm Pyro682 Post #5



To move vision, you can use a small trick to work around that obstacle with map revealers.

You first remove ALL of them, and then you add where you want the new ones. If you want moving vision, you'd just overlap. Kinda like... animation, if you will.



None.

Jun 21 2009, 2:50 am Cheezy Post #6



Yes, I'm using that trick now. Thanks very much!

I have another newbie question.
I have a computer player which controls a dark templar. Problem is, how do I make it so I can see the dark templar? I have allied the computer with the players and I also tried "run ai script: turn shared vision ON for player X" but it did not work



None.

Jun 21 2009, 3:01 am Kaias Post #7



Quote from Cheezy
Yes, I'm using that trick now. Thanks very much!

I have another newbie question.
I have a computer player which controls a dark templar. Problem is, how do I make it so I can see the dark templar? I have allied the computer with the players and I also tried "run ai script: turn shared vision ON for player X" but it did not work
You're probably not using the script the right way. Rather than the computer turning on vision for the player, turn on the vision with the computer in a trigger owned by the players.



None.

Jun 21 2009, 3:03 am rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

The player who runs the AI script gets the vision for player. It works opposite the way the game works (IE human player 1 manually shares vision with player 2. The trigger equivalent is player 2 runs the ai to turn on for player 1).



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jun 21 2009, 3:07 am Kaias Post #9



Quote from SelfPossessed
Map Revealers can be created at a location. However, upon creation, they no longer exist at that location. In other words, they are not affected by triggers which deal with locations, such as "remove at location" or "kill at location."

You can, however, remove ALL of the Map Revealers for a player by using the "remove all unit" or "kill all unit" trigger. You cannot, however, remove a specific one.
The same thing also applies with scanner sweeps, although you cannot create them; they cannot 'be' in a location. So you could know if a scanner sweep was present using the command condition, because it isn't location specific, but not the bring. And you can kill and remove all on it, but you can't kill/remove/create/give at a location.



None.

Jun 21 2009, 3:19 am Cheezy Post #10



Oh yeah, I didn't know you could use AI script triggers on players. That problem has been fixed now. Thanks again.



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