lets say in a sniper map you dont want to have a unit have alot of vision of the area around it, but you want it so that it is hard to see your surroundings. Is that possible? If it is how do i do it >.<
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An artist's depiction of an Extended Unit Death
Hmm... I have a start, but not a conclusion...
You have to turn off shared vision for the player, then have a smaller radius display around the unit. The only problem with my idea is that it'll cause your unit to "lag." Well, maybe you or someone else can think up an alteration of this concept, but I'm too busy dealing with this damn virus to focus...
Player 1 trigger:
- Always
- Turn off shared vision for player 1.
- Turn on shared vision for player 7
- Move location labeled "location 0" on terran ghost owned by player 1
- Create 1 vulture spider mine for player 7 at "location 0"
- Remove all vulture spider mine at "location 0" for player 7
I picked spider mines because they have a laughable line of sight, but you might want a different unit. The problem with this method is that the ghost will move noticeable slower. But, it's a start, eh?
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
2 Methods:
- Blind it with medic (Info
here) or
- Switch player's vision off with himself and burrow (and always center) a unit the player has vision to under the "dimmed" unit.
Blinding will reduce sight to 1 block, a burrowed unit has sight of about 3 blocks around the unit.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Hmm... I have a start, but not a conclusion...
You have to turn off shared vision for the player, then have a smaller radius display around the unit. The only problem with my idea is that it'll cause your unit to "lag." Well, maybe you or someone else can think up an alteration of this concept, but I'm too busy dealing with this damn virus to focus...
Roy's method works fine and only lags if you are using hypertriggers.
Prevent lag by centering the burrowed unit only all 3-4 trigger loops.
Do this with a counter:
Always -> add 1 to DC of COUNTER for Current Player
Current Player has suffered 4 deaths of COUNTER -> Center Spider mine (or w/e) under the unit ; Set DC of DEATH to 0 for Current Player
The trigger method of course doesn't work for flying units over unwalkable terrain.
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roy i tried your way, and i like it because it makes you "blink", so you cant see anything for moment. I like that, thank you guys!
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but, when i save as a file under starforge, i load the map onto regular staredit (to see if doodads still there) and all sprites are cut in half... O.o any suggestions?
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Happens, use SCMDraft instead of Starforge.
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Also, if you don't want to use a burrowed unit.
Conditions:
Always (or make it run every few trigger loops like shown in a previous post)
Actions:
Create 1 Zerg Scourage at "Ghost Location" for "Player with vision"
Remove 1 Zerg Scourage at "Ghost Location" for "Player with vision"
Preserve Trigger
Just an alternate.
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but, when i save as a file under starforge, i load the map onto regular staredit (to see if doodads still there) and all sprites are cut in half... O.o any suggestions?
There's no point in using the regular staredit, if you want to test for playability, just use SC.
Also, SCMdraft is better. Use it.
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SCMDraft is better than Starforge at everything but triggers IMO (i use both).
Don't open in regular staredit because it is less powerful and sprites/illegally placed units will not show up.
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Could you enclose the unit in terrain markups and then have surrounding enemies on a lower area? It might be possible.
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