I have been working on WoW Risk for little while (Priwin has given me permission to do so) and I just got started on modifying the black mask in the triggers. My problem is that I'm trying to apply a black mask over an after it has been uncovered by a rect in a visibility emitting trigger.
I'll try and outline the issue in words. Priwin has made it so fog of war and black mask are disabled at the start of the game. Black mask is then later re-enabled if certain conditions are met. Three visibility emitting triggers are then applied to three different regions for all 12 players and he stores this in a variable which he later destroys. However, one of the three rects emits visibility over a terrain area I've created that I don't want exposed. I've thought about this and all I can think of is to shorten up the rect that is overlapping the area I don't want exposed, and then creating a fourth rect to cover up the area that will be uncovered from shortening the third rect. However, this would also require me to make changes to other triggers that reference these rects and it would just be alot cleaner if I could just re-apply black mask to the exposed terrain after the visibility emitting trigger has been run. I'm not sure if this is possible, but any help is really appreciated. Thanks!
I've also attached a map that contains most of WoW Risk's triggers, though it doesn't contain everything WoW Risk does, so I'm sorry if it has errors. The map does use vJass so you would need NewGen to open it.
Thanks again for any help! Sorry for the long post.
I'll try and outline the issue in words. Priwin has made it so fog of war and black mask are disabled at the start of the game. Black mask is then later re-enabled if certain conditions are met. Three visibility emitting triggers are then applied to three different regions for all 12 players and he stores this in a variable which he later destroys. However, one of the three rects emits visibility over a terrain area I've created that I don't want exposed. I've thought about this and all I can think of is to shorten up the rect that is overlapping the area I don't want exposed, and then creating a fourth rect to cover up the area that will be uncovered from shortening the third rect. However, this would also require me to make changes to other triggers that reference these rects and it would just be alot cleaner if I could just re-apply black mask to the exposed terrain after the visibility emitting trigger has been run. I'm not sure if this is possible, but any help is really appreciated. Thanks!
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Do Multiple ActionsFor each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
- Visibility - Create an initially Enabled visibility modifier for (Player((Integer A))) emitting Visibility across Exodus1 <gen>
- Set exodusvisible[(Integer A)] = (Last created visibility modifier)
- Visibility - Create an initially Enabled visibility modifier for (Player((Integer A))) emitting Visibility across Exodus2 <gen>
- Set exodusvisible[((Integer A) + 12)] = (Last created visibility modifier)
- Visibility - Create an initially Enabled visibility modifier for (Player((Integer A))) emitting Visibility across Exodus3 <gen>
- Set exodusvisible[((Integer A) + 24)] = (Last created visibility modifier)
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Loop - Actions
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Loop - Actions
- Visibility - Create an initially Enabled visibility modifier for (Player((Integer A))) emitting Black mask across ExodusDeepholm <gen>
I've also attached a map that contains most of WoW Risk's triggers, though it doesn't contain everything WoW Risk does, so I'm sorry if it has errors. The map does use vJass so you would need NewGen to open it.
Thanks again for any help! Sorry for the long post.