Ok, so u got that small box bottom left of the screen displaying ur current map, right?
I want it to be snowing like a screwed TV, or not display at all, while players will still see the real map.
And make it so i can toggle it with a switch or sth when its snowing, and when its not.
The Solemn purpose of this is to make something like Red Alert, Dune, C&C radars, which would display a map only if u would have a certain building.
Any ideas?
None.
>be faceless void >mfw I have no face
Hmm. Any more info on the map? Is it a big map, is there terrain or is it all flat? I have the feeling that it would be very hard to do on 64x64 or bigger.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Frankly, its quite a big map, with the terrain being setup quite ackwardly (using scmdraft tiles.) but not being a flat map.
None.
>be faceless void >mfw I have no face
Hmmmm. One way would be to have large locations scattered over the map. Then create a bunch of white BCs at one loc, remove random ones(using a randomization trigger thing) then remove all a little later. Copy the trigger/s and replace the location name. You would have to remove the BCs before the next trigger runs or you would hit map limit/CCMU.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
How would that work? Could u copy some kind of an example, like a map so i would know exacly how?
None.
>be faceless void >mfw I have no face
Can't access SCMDraft ATM. I'll explain better.
Have large (perhaps 20x20?) locations, put side to side to cover the whole map. Call them l1, l2 etc, something easy to replace the numbers.
Have a switch that randomizes constantly. Put at the top of the trigger list. Just Always
Randomize Switch
Preserve.
Owned by a computer player.
Find out how many BCs can fit in each location without getting Unit Unplaceable errors.
Make a trigger owned by the white computer(BTW my system doesn't work quite how you want, in that it can only be turned on and off for ALL players, not one at a time. There may be a work around, I'll post later)
Always
Create x(x is how many BCs fit in the loc) BCs for Player White.
Preserve.
Trigger 2 (needs to be copied x amount of times, per location. The order must be Trigger 1, then this trigger and its copies)
Player White Commands at least 1 BC at l1
Switch 1 is set
Remove 1 BC owned by Pwhite at l1
Randomize switch 1
Preserve Trigger
Trigger 3
Pwhite owns at least 1 BC at l1
Switch 1 is cleared
Give 1 BC at l1 to p12
Randomize Switch 1
Preserve trigger
Copy those two x times.
Then.
Pwhite commands at most 0 BCs at l1
Remove all BCs owned by p12 at l1
Preserve.
I may have missed stuff out. You may also have to add timers, making it twice as many triggers.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Makes it quite complicated, and as u pointed it doesnt work for diffrent players but for all at once, which might be quite annoying. Well maybe i'l just plant scaners all across the map and just turn on/off vision to them, best and easiest solution i suppose. Thx anyway
None.
Not exactly sure what your situation is, but you can disable shared vision of players to themselves, and then enable shared vision to each player to a single computer player, who has vision over the entire map. You can then control who has vision of what that computer player sees, and who doesn't, via triggers. Other than this, or a similar system with multiple computer players, you are out of luck.
None.
What he is saying essentially asking is how to turn the minimap on and off or make it so that the minimap looks like a unit portrait that is changing (the white and black fuzzy thing). Your way lets the minimap still work, but the problem is that if you turn off shared vision of yourself, you can't see shit in game. I don't think it is possible. zany's method would work if it doesn't bother you that you can see BC's popping out of nowhere randomly, since if the BC's are removed before you can actually see them, then they will not appear on the minimap either.
None.
why don't you just rapidly ping random locations?
None.
Zergblender's solution is the best one. Setup a grid of burrowed lings or something and constantly ping all of them.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
>be faceless void >mfw I have no face
BTW, my revised method allowing turning on and off for each player uses cloaked wraiths instead of BCs. But map pings are best if they don't lag.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Tho I agree Pings are probably the best way.. wouldn't that cause like a green blur .... sorta ugly...
None.
Spamming minimap pings doesn't cause lag, but there's a limit of 16.
Not really enough to obscure much.
None.
I order you to forgive yourself!
BTW, my revised method allowing turning on and off for each player uses cloaked wraiths instead of BCs.
The wraith idea could work pretty well if the players pressed tab at the beginning of the game so the mini map would be black.
With that, you would still see the units but not the terrain.
If your map would be 256x256, and the major part of it was empty, then there wouldn't be a big problem with the other colors other than white.
There's no simple way to do it.
I think the important question is, what does the player have vision of?
If he has vision of the whole map, and it's a 256x256, then it's pretty much impossible.
None.