Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Dimmen light radius of players' units?
Dimmen light radius of players' units?
Nov 25 2007, 8:01 pm
By: Marine  

Nov 25 2007, 8:01 pm Marine Post #1



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 >.<



None.

Nov 25 2007, 8:11 pm Roy Post #2

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?




Nov 25 2007, 8:14 pm NudeRaider Post #3

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.




Nov 25 2007, 8:17 pm NudeRaider Post #4

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

Quote from Roy
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




Nov 25 2007, 9:05 pm ZugZugZealot Post #5



The trigger method of course doesn't work for flying units over unwalkable terrain.



None.

Nov 25 2007, 9:41 pm Marine Post #6



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!



None.

Nov 25 2007, 9:47 pm Marine Post #7



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?



None.

Nov 25 2007, 9:59 pm Doodle77 Post #8



Happens, use SCMDraft instead of Starforge.



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Nov 26 2007, 11:22 pm Vrael Post #9



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.



None.

Nov 27 2007, 1:07 am frazz Post #10



Quote from Marine57
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.



None.

Nov 27 2007, 1:26 am who Post #11



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.



None.

Nov 27 2007, 1:30 am GuN_Solar90 Post #12



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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[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
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