Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Sharing vision with extended player
Sharing vision with extended player
Sep 17 2020, 3:44 pm
By: IlyaSnopchenko  

Sep 17 2020, 3:44 pm IlyaSnopchenko Post #1

The Curious

Hello!

I've been wondering if sharing vision with a player in the P9...P11 range would work if I write an AI Script that tells the player to share vision with - say - P10? I've read that these players have no vision of their own units but I wanted to be sure this is not going to work before doing what I need another way.

P.S. I know that precious few scripts work when run for a human player. I'd have that accounted for.

Thanks.



Trial and error... mostly error.

Sep 17 2020, 4:01 pm Voyager7456 Post #2

Responsible for my own happiness? I can't even be responsible for my own breakfast

I don't think this will work. The data structures for unit vision only have 8 entries (for the 8 "real" players).



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Sep 17 2020, 6:20 pm IlyaSnopchenko Post #3

The Curious

Thanks Voyager. I'll do it some other way then.



Trial and error... mostly error.

Nov 21 2020, 6:22 pm Zephroze Post #4



Oh I wish you figured something out, since I am having the same problem and I can't figure out a solution.

https://i.imgur.com/B7SSmjO.png

Even with allied detectors I can't see the units the arbiter cloaks.

(Sorry for basically taking over the thread with my issue, I just thought it was odd that seconds after I posted mine, I found this topic)



None.

Jan 12 2021, 7:15 pm Sie_Sayoka Post #5



Quote from IlyaSnopchenko
Hello!

I've been wondering if sharing vision with a player in the P9...P11 range would work if I write an AI Script that tells the player to share vision with - say - P10? I've read that these players have no vision of their own units but I wanted to be sure this is not going to work before doing what I need another way.

P.S. I know that precious few scripts work when run for a human player. I'd have that accounted for.

Thanks.

I've experimented a bit with having extended players attack but didn't get very far. The closest I've gotten is by giving an Infested Terran the Spider Mine AI action. Since mines only require proximity and not vision to attack it works. However, the Infested Terran is the only iscript that allows this behavior to work as the AI action requires both special state and burrow animations.

Another solution would be to directly give orders directly through CUNIT which again does not require vision. Heinermann was able to get extended units to attack through this method but depending on what your purposes are this may become very complicated.

Quote from Zephroze
Oh I wish you figured something out, since I am having the same problem and I can't figure out a solution.

https://i.imgur.com/B7SSmjO.png

Even with allied detectors I can't see the units the arbiter cloaks.

(Sorry for basically taking over the thread with my issue, I just thought it was odd that seconds after I posted mine, I found this topic)
Have a different player own the Arbiter.



None.

Jan 13 2021, 9:56 am IlyaSnopchenko Post #6

The Curious

Interesting. My intention was not making the extended players attack - I know it's a bit of a fool's errand - but simply making a certain set of neutral units visible in certain circumstances without wasting a "proper" player slot.

I've engineered a trigger workaround but it was pretty clumsy.

Interesting bit regarding infested terran, thanks. Is it done by simply switching the AI Actions in units.dat?



Trial and error... mostly error.

Jan 15 2021, 5:33 pm Sie_Sayoka Post #7



Quote from IlyaSnopchenko
Interesting. My intention was not making the extended players attack - I know it's a bit of a fool's errand - but simply making a certain set of neutral units visible in certain circumstances without wasting a "proper" player slot.

I've engineered a trigger workaround but it was pretty clumsy.

In that case you could try to apply parasites to the units you want to have vision for. You could also just make invisible units to give vision around those units as well although this would use some of the unit limit.

Quote from IlyaSnopchenko
Interesting bit regarding infested terran, thanks. Is it done by simply switching the AI Actions in units.dat?
Possibly, I forget if I did anything else for it to work. In theory you could get other units to use this behavior like Scourge and Scarabs although you'd need to find a way for them to have the burrow requirement.



None.

Jan 16 2021, 10:26 am IlyaSnopchenko Post #8

The Curious

Thanks, guess I'll try working with the Infested Terran, that might come handy sometimes.
As for my original situation, I just used map revealers. It was crude but it did the trick, especially since the units in question did not have to move (very much).



Trial and error... mostly error.

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