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A very interesting idea for a sneak-em-up

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For the record, im a huge metal gear solid fan, so i thought I would make a MGS tribute in sneak-em-up form. I thought I would make a map with two co-operative sneakers vs one computer which controls many guards and nine enemies, who have to try and prevent the sneakers from completing the desired objectives.

One of my aims for this map is to try and fix the acquisition range so certain units will only acquire targets which are in front of them.
Is there any known way of doing this? Is there a skilled mapper who will step up to the challenge? ;)
 
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Herio-san said:
I myself have had problems recently in making a unit aquire only certain targets. I think you can make it so a unit aquires a target within a range by changing the Attack - Target Aquisition Range. If that helps any.

Its not the acquisition range thats the problem, its the direction of acquisition. I dont want guards to see the players which are behind them, get what i mean?
 
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in before flamewar starts
so anyways low-life, i imagine that triangles would be hard to do if you don't have the slightest idea what you're doing. i have a vague idea of something that might work, but it would probably leak massively and i'm not sure the appropriate functions are in gui (yeah, i know i don't know JASS :( )
 
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There's a Custom Trigger action you know. It's just RemoveLocation(), you don't need to know anything about jass. Also Anything would be hard to do if you don't have the slightest idea what you're doing. Also,

> in before flamewar starts
self-reference
 
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Theres no need to be sarcastic, mate. I know what I triangle is, im not that stupid, and I resent the fact that you insinuate that. I do not understand how to make units see a triangle of vision instead of their default radius (acquisition range). Simpler?
 
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I figured out a solution for you. Try setting the guard unit classification to worker. That will turn off their auto-targeting of units. Then create a variable array for your guards called Visibility and make the variable type "Angle". Set the angle to the position the guard is facing every .03 seconds. Afterwards write a trigger so that if the character is "visibility" angle from unit, then unit "Guard" attack unit "Target"

"you may need another variable for the target unit, but I think you get the point :wink: "
 
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