Shared Vision
Aug 10 2008, 9:04 pm
By: hdogg86  

Aug 10 2008, 9:04 pm hdogg86 Post #1



ive got a trigger that creates disable seige tanks, which would be fine if i made them slow, but this is creating them in mass.

question is, how long before a turn OFF shared vision trigger activates and turns off shared vision?

if i can stop crashing the map than ill be finished with all of the specials in my map and can begin to put out betas, and bugtest



None.

Aug 10 2008, 9:09 pm Brontobyte Post #2



It takes ~3 seconds maybe. I know that when you: Vision, Disable, Wait 0, UnVision it takes about 2-3 seconds for you to actually not see the beacon, but the pulsating glow inside. This is at fastest game speed. I don't know if this is 100% accurate or not. I know it has to do with other things as well.



None.

Aug 11 2008, 1:25 am 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

Disable them all while vis is off. Then turn vis on, instead of disable - turn off - wait - turn on - disable next - etc.




Aug 11 2008, 5:15 pm Brontobyte Post #4



Quote from NudeRaider
Disable them all while vis is off. Then turn vis on, instead of disable - turn off - wait - turn on - disable next - etc.

Also, if some of them are created as sprites, you can't click on them but you can still see them (artwork), just turn vision on again and then off again, for the effected players. Also make sure that the location that is disabling the Tanks, is the size of one of the Tanks. It could some times mess up if there is more then one tank in the location. :P



None.

Aug 11 2008, 6:14 pm LegacyWeapon Post #5



Set Doodad State was meant for doors. Thus each action will only disable ONE unit from the location.

Therefore it is possible that disabling a tank twice may crash the map.



None.

Aug 11 2008, 9:08 pm rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from hdogg86
ive got a trigger that creates disable seige tanks, which would be fine if i made them slow, but this is creating them in mass.

question is, how long before a turn OFF shared vision trigger activates and turns off shared vision?

if i can stop crashing the map than ill be finished with all of the specials in my map and can begin to put out betas, and bugtest
In my experience, vision is refreshed every 4 seconds on fastest. Try some tests with elapsed game time.



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

Aug 14 2008, 10:08 pm hdogg86 Post #7



hmmm, well is there a way to detect that a tank is disabled? and go to the next one?



None.

Aug 14 2008, 10:11 pm Falkoner Post #8



Disable it, give it to another player, then disable the next one, then when there are no more, give them all back.



None.

Aug 15 2008, 5:25 am hdogg86 Post #9



i guess i will have to give details, so you guys know what imj working with/against, this is an 8 player map, so the giving isnt an option unless i can give to p11/12 or something.... also, i cant use elasped game time, because this is a special, and will happen several times during a match or not at all, at reoccurring random (depending on the player) intervals during the game

its probably impossible to do in mass, so i will try some stuff like moving the tank out of the location then moving it back, to prevent double disabling ty for input though guys and keep trying, you gave me that idea legacy weapon and falkoner



None.

Aug 15 2008, 3:43 pm NudeRaider Post #10

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

Sure give it to one of P9-12




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