Visions
Aug 15 2009, 7:52 am
By: strupan  

Aug 15 2009, 7:52 am strupan Post #1



I have enough map revealers for player 1 for force 1 shared visions.
But I maxed my limit of placing units on map so I couldn't make Map Revealers for other players in force 1.
But the real problem is. . .

What if picked player 1 (red)? Everyone else in force 1 would have to suffer black map without shared visions.

Question is, is there a way to pass this problem? Is there a AI script where everyone can see the map without player 1's shared visions?!



None.

Aug 15 2009, 8:21 am Vrael Post #2



To put it simply: No.

You can get rid of the black Fog of War in the editor, but you can't reveal the whole map without vision to P1 in this case. But if you want all the players to see the whole map anyway, why don't you just give them vision to P1?



None.

Aug 15 2009, 10:28 am Clokr_ Post #3



I think he means if P1 is a human player and the slot is empty then force 1 will have no vision of the map.

If that's the case the only possible workarounds are either place map revealers for every human player in force 1 or place the map revealers for a neutral / computer player (even if it is in another force) and then enable vision for that player using the AI scripts.



?????

Aug 15 2009, 2:22 pm poison_us Post #4

Back* from the grave

He might also mean that he wants p1 to be able to have cloaked units, without the rest of the force seeing them automatically. Since he maxed the units, I'm guessing that the map is an RPG of some sort, so there should be a "town" computer. You could give map revealers to said "town" computer, then give F1 the vision.




Aug 15 2009, 3:20 pm Pyro682 Post #5



Within a short time of a scenario, the map revealers are ... "deleted", to easily say, and the vision sticks there permenately, so they do not count toward the unit count.
What you could do is delete all of the map revealers, and place a series of units in their place, such as beacons. You then could run a trigger that Goes as follows:
_____________________________________________________________________
Players:
All Players
Conditions:
Current Player Brings at least 1 Beacon to Anywhere
Actions:
Center Location "X" On Beacon owned by Current Player at "Anywhere"
Remove all Beacon owned by current player at location "X"
Create 1 Map Revealer for Current Player at "X"
Comment "Beacons ---> Vision"
Preserve Trigger.
_____________________________________________________________________

You could have these beacons owned by a computer, or a neutral player. That way, you garuntee the vision for all players, and you run it without AI scripts. Why you can't run Vision AI scripts is beyond me, but, whatever.



None.

Aug 15 2009, 3:24 pm poison_us Post #6

Back* from the grave

You might want to change the owner to F1, unless you want literally all players to see every spot of the map...




Aug 15 2009, 4:56 pm strupan Post #7



Quote from Clokr_
I think he means if P1 is a human player and the slot is empty then force 1 will have no vision of the map.

If that's the case the only possible workarounds are either place map revealers for every human player in force 1 or place the map revealers for a neutral / computer player (even if it is in another force) and then enable vision for that player using the AI scripts.


thanks so much the neutral way works perfectly, you guys are genius.



None.

Aug 15 2009, 7:16 pm strupan Post #8



shit doesn't work, i don't think checking nuetral player in players tab would trigger the trigger.

the AI Scripts are only up to Turn on visions up to player 8 (1-8) theres no turn on visions for player 9-12!?



None.

Aug 15 2009, 7:49 pm Vrael Post #9



Quote from Pyro682
Within a short time of a scenario, the map revealers are ... "deleted", to easily say, and the vision sticks there permenately, so they do not count toward the unit count.
What you could do is delete all of the map revealers, and place a series of units in their place, such as beacons. You then could run a trigger that Goes as follows:
_____________________________________________________________________
Players:
All Players
Conditions:
Current Player Brings at least 1 Beacon to Anywhere
Actions:
Center Location "X" On Beacon owned by Current Player at "Anywhere"
Remove all Beacon owned by current player at location "X"
Create 1 Map Revealer for Current Player at "X"
Comment "Beacons ---> Vision"
Preserve Trigger.
_____________________________________________________________________

You could have these beacons owned by a computer, or a neutral player. That way, you garuntee the vision for all players, and you run it without AI scripts. Why you can't run Vision AI scripts is beyond me, but, whatever.
This will not work. Map Revealers do not exist in a location, and as such you can only delete ALL of them at once using the "Remove Unit" or "Kill Unit" action. The "Remove Unit at Location" and "Kill Unit at Location" actions will not work on a map revealer, and neither will "Center Location" work on a map revealer. The only alternative would be to have other units mark the locations of the Map Revealers, and since his map is CCMU'd anyway, this doesn't exist as an option for him. If he has enough locations left over, I suppose that is a possible work around, but it will require 64 locations.



None.

Aug 15 2009, 7:59 pm strupan Post #10



wait.. so what do you mean?



None.

Aug 15 2009, 9:06 pm rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

Map revealers count as units. Pyro offered an alternative solution which only has a little bit of use. I can only assume he didn't think think that map revealers didn't take up space, and I think Vrael misread the trigger (though everything he said about map revealers was correct, the trigger refers to a beacon).

Players 9-12 are neutral players, which are finicky at best. Players 1-8 can run AI scripts. What you need to do is place map revealers for player 8, and make player 8 a computer. Then, turn on shared vision for all players (so run the AI script turn on vision for player 8 on players 1-7).

If you do not have something like that, and you still need the entire area viewable, know that you'll have some serious problems no matter what happens. If a player leaves, there's a chance that the map revealers disappear. If you have few air units, you can use mobile grids to place map revealers properly on the fly.

I'm unsure of whether or not map revealers die when a player leaves, but that's a simple test.



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

Aug 15 2009, 9:17 pm Vrael Post #12



Quote
and I think Vrael misread the trigger
Perhaps I shouldn't have left this part out: If you are going to place beacons where the map revealers are, you would have needed to cycle through the map revealers 1 by 1 with a trigger to place a beacon there, since the map is CCMU'd already. This isn't possible however, because you can't remove 1 map revealer at a time, so the setup for Pyro's method wouldn't work.



None.

Aug 15 2009, 9:35 pm rockz Post #13

ᴄʜᴇᴇsᴇ ɪᴛ!

I had assumed he meant delete all the map revealers in SCMDraft, then replace them with beacons. That way there is no cycling of map revealers. In game, you'd replace the beacons with map revealers. Again, though, I don't think pyro realizes that map revealers count as units.



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

Aug 15 2009, 10:32 pm Vrael Post #14



How would you replace them with beacons though, if you can't center a location on the map revealers? The alternate ways I see would be to either have a pre-placed location where each map revealer would be, on 256x256 this would require 64 locations, or to use mobile grids to place the beacons, but in this case mobile grids might not really be feasible because his map is so close to the unit limit already. It would be easy to go from beacon->map revealer in game, but with the CCMU problem it is not so easy to go from map revealer->beacon.



None.

Aug 15 2009, 11:04 pm Clokr_ Post #15



Quote from Pyro682
Within a short time of a scenario, the map revealers are ... "deleted", to easily say, and the vision sticks there permenately, so they do not count toward the unit count.

What? Are you absolutely sure about that? I don't think they get deleted. Most trigger actions / conditions just won't detect / affect them. But that is.

Quote from strupan
shit doesn't work, i don't think checking nuetral player in players tab would trigger the trigger.

the AI Scripts are only up to Turn on visions up to player 8 (1-8) theres no turn on visions for player 9-12!?

I meant using a player set as neutral from the first 8 players. P9-12 won't work, sorry.



?????

Aug 16 2009, 12:18 am strupan Post #16



ill just use Player 1 method, since im using all player 1-8



None.

Aug 16 2009, 12:35 am rockz Post #17

ᴄʜᴇᴇsᴇ ɪᴛ!

have everyone share vision with eachother. There's little reason to reveal the entire map. Edit the fog of war for all players to show everthing too.



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

Aug 16 2009, 1:21 am Clokr_ Post #18



Does GiveUnit work with map revealers? If so you could try to preplace the map revealers for P12 and then give them to the first human player in game, or something like that.



?????

Aug 16 2009, 1:25 am Falkoner Post #19



Quote
Does GiveUnit work with map revealers? If so you could try to preplace the map revealers for P12 and then give them to the first human player in game, or something like that.

Nope, it doesn't work on them, Remove and Create are the only actions that work on them, that I know of.



None.

Aug 16 2009, 4:57 am Vrael Post #20



Quote from Falkoner
Quote
Does GiveUnit work with map revealers? If so you could try to preplace the map revealers for P12 and then give them to the first human player in game, or something like that.

Nope, it doesn't work on them, Remove and Create are the only actions that work on them, that I know of.
Kill Unit works as well. Basically, any action that refers to a location will not work on them. 'Give' has a location in part of it, so will not work.



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