different terrain fog for every player?

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I'm about to create a RPG - map with some different climate zones (snow, barrens, forrest) - and this leads to a great problem: Snowy terrain looks the best with a blue fog effect, barrens with a yellow one. But since it shall become a multiplayer map, it may happen that one player is running around with his hero in the barrens and another player is in the forest at the same time.

So my question: Is it possible, to set the terrain fog for every player individually?

Edit: And another question: Is it possible, to detect the cooldown status of an ability for the use in a trigger?

I were glad, if anyone could help me!
 
Level 9
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if you're talking about "Terrian Fog" then the answer is: NO.

But, you can create regions, and set different weather in each.
You can also add some kind of fog. Not Terrian fog, not that kind of fog, but it's still a fog after all :)
 

Dr Super Good

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Yes, you can loccal modify fog effects without the game going OOS.

Simply use GetLocalPlayer() to change their colours out of sync.

sadvisor, what are your sources on "NO."? We can create lightning, floatingtext, multiboards, effects, uberspalts and all kinds of thing locally (alteast how they look). Why not use the same on fog as triggers do control that.

TKoK RPG does exactly what you are after, it has not only local fog but also local sounds and local multiboards.

How you do this is as demonstrated in this pesudo code.
Get the fog colour that the hero / camera of GetLocalPlayer() player should have.
Create the fog/set it to the colour you fetched.

As graphical values do not cause OOS and you are not manipulating any handles locally, I can near garuntee the sucess and results of this method.
 
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2: Not possible
only workaround:
on cast let timer run from the cooldown stated in OE and if you want remaining time display the remaining time of the timer

would'nt use it it's not very performant to have a extra timer for every spel
 

Dr Super Good

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Not true that you need a timer per spell, you only create the timers and attach them to the unit when needed. If the spell has cooled down you then remove / recycle the timer. The end product is only spells that are in cooldown have timers attached to them.
The problem tough is it does mean you need a table for spells which from their id and level can return the cooldown which as a guess will be heavish for an initialization trigger.
 
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I think, that should not be the problem - i need it only for a few items with activatable spells ;).
 
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