• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

An invisible aura working on buildings.

Status
Not open for further replies.
You used the word "aura" in your title but not in the description so I'm inclined to think you tried adding the permanent invisible buff to an aura. That's never going to work.

If that's not the case, then I would suggest you confirm its the property of being a building that's causing PI not to work. Make a copy of the building in the OE and change it from a building to a normal unit. Give it PI and place one on your map. Is it invisible?
 
You used the word "aura" in your title but not in the description so I'm inclined to think you tried adding the permanent invisible buff to an aura. That's never going to work.

If that's not the case, then I would suggest you confirm its the property of being a building that's causing PI not to work. Make a copy of the building in the OE and change it from a building to a normal unit. Give it PI and place one on your map. Is it invisible?

So you mean there is no way to allow "real structures" invisible? I will not place a unit on the map and make it look like a faking and invisible building. Simply i create this spell for custom melee map, all structures are built by workers. If that is impossible to make it work, just say it then i will leave this problem behind.
 
I don't mean you need to place them all beforehand. I'm saying to try it with one unit and see if the building (but actually not a building because you set it to be a unit for this test) is properly invisible.

A test. To see what the problem is. You can delete the unit after. I am not saying structures can't be invisible (I don't know if they can or can't)-- but if you test we can find out if that is the case or if it's something else your structure is doing that is making PI fail.
 
Just tested and PI works perfectly on buildings so something else must be causing a problem. Open the map and you should see 4 barracks (2 red + 2 blue). The two on the right are unmodified melee barracks and the two on the left have PI. After about 2 seconds into the game (the PI fade time) you should see the bottom left barracks disappear.
 

Attachments

Just tested and PI works perfectly on buildings so something else must be causing a problem. Open the map and you should see 4 barracks (2 red + 2 blue). The two on the right are unmodified melee barracks and the two on the left have PI. After about 2 seconds into the game (the PI fade time) you should see the bottom left barracks disappear.

Oh, i understand now. So it DO really work on building but unlike units, those red buildings do not show us the sign that which one is invisible. If that is a unit, it should fade out under controller view, but building is not the same. Is there any way to make it fade out or i just simply add a effect above building to know that it is invisible?
 
Last edited:
You can catch when a PI building enters the map and change its vertex shading to like 70% alpha.
  • Events
    • A unit enters (playable map area)
  • Conditions
    • Level of (permanent invisibility) for (triggering unit) greater than 0
    • (Triggering unit) is a structure equal to true
  • Actions
    • Unit - Set (Triggering unit) color to 100%, 100%, 100% with 30% transparency
This won't catch any buildings present on map init.
 
You can catch when a PI building enters the map and change its vertex shading to like 70% alpha.
  • Events
    • A unit enters (playable map area)
  • Conditions
    • Level of (permanent invisibility) for (triggering unit) greater than 0
    • (Triggering unit) is a structure equal to true
  • Actions
    • Unit - Set (Triggering unit) color to 100%, 100%, 100% with 30% transparency
This won't catch any buildings present on map init.

I will try with "When structure finished a research/upgrade" condition if i have to.

Maybe I'm remembering incorrectly, but changing transparency of units whose transparency are being modified by an invisibility skill will not work.

So do you have another solution?
 
Status
Not open for further replies.
Back
Top