- Joined
- Jan 13, 2019
- Messages
- 284
Hello, if you want to know what is alpha tile go to here:
Alpha Tile for Dummies
This tutorial is a solution to the problem of alpha tile use:
Create a map initialization triggers with
When adding tiles place the Alpha tile in second position
3) If you want solve the minimap issue you can do this:
Select a dummy tile for coloring the minimap (snow in this time)
Travel across the map changing every dummy tile with our alpha tile
3.5) If you want find the code of a tile:
place that tile in the center of the map (where the tree is) and use chat command "findcode" later change this value with dummy_tile_type variable with the obtained value.
NOTE:
1. "Masked Areas Are Partially Visible" can be checked or unchecked (Map Properties)
2. Alpha Tile Felwood Poison
3. Dummy Tile Snow
RESULTS:
See the attachment map to make test.
Commands:
Alpha Tile for Dummies
This tutorial is a solution to the problem of alpha tile use:
- It looses transparency in fog of war and black mask
- It looses transparency if it is the bottom tile as mentioned in the overlapping part above.
- It is white or black on the minimap
Create a map initialization triggers with
When adding tiles place the Alpha tile in second position

3) If you want solve the minimap issue you can do this:
Select a dummy tile for coloring the minimap (snow in this time)
Travel across the map changing every dummy tile with our alpha tile
JASS:
function Trig_Swap_Func007Func001Func003C takes nothing returns boolean
if ( not ( udg_TEMP_TILE_TYPE == udg_DUMMY_TILE_TYPE ) ) then
return false
endif
return true
endfunction
function Trig_Swap_Actions takes nothing returns nothing
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_018" )
set udg_min_x = GetRectMinX(GetEntireMapRect()) / 128
set udg_min_y = GetRectMinY(GetEntireMapRect()) / 128
set udg_max_x = GetRectMaxX(GetEntireMapRect()) / 128
set udg_max_y = GetRectMaxY(GetEntireMapRect()) / 128
set bj_forLoopAIndex = R2I(udg_min_x)
set bj_forLoopAIndexEnd = R2I(udg_max_x)
loop
exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
set bj_forLoopBIndex = R2I(udg_min_y)
set bj_forLoopBIndexEnd = R2I(udg_max_y)
loop
exitwhen bj_forLoopBIndex > bj_forLoopBIndexEnd
set udg_TEMP_TILE_POS = Location(I2R(( GetForLoopIndexA() * 128 )), I2R(( GetForLoopIndexB() * 128 )))
set udg_TEMP_TILE_TYPE = GetTerrainType(GetLocationX(udg_TEMP_TILE_POS), GetLocationY(udg_TEMP_TILE_POS))
if ( Trig_Swap_Func007Func001Func003C() ) then
call SetTerrainTypeBJ(udg_TEMP_TILE_POS, udg_ALPHA_TILE_TYPE, -1, 1, 1)
else
endif
set bj_forLoopBIndex = bj_forLoopBIndex + 1
endloop
set bj_forLoopAIndex = bj_forLoopAIndex + 1
endloop
endfunction
//===========================================================================
function InitTrig_Swap takes nothing returns nothing
set gg_trg_Swap = CreateTrigger( )
call TriggerRegisterPlayerChatEvent( gg_trg_Swap, Player(0), "swap", true )
call TriggerAddAction( gg_trg_Swap, function Trig_Swap_Actions )
endfunction
3.5) If you want find the code of a tile:
place that tile in the center of the map (where the tree is) and use chat command "findcode" later change this value with dummy_tile_type variable with the obtained value.

NOTE:
1. "Masked Areas Are Partially Visible" can be checked or unchecked (Map Properties)
2. Alpha Tile Felwood Poison
3. Dummy Tile Snow
RESULTS:

See the attachment map to make test.
Commands:
- fogon
- fogoff
- blackon
- blackoff
- swap
- findcode
Attachments
Last edited: