- Joined
- Jun 27, 2010
- Messages
- 2,763
so i have 5 regions in my map on different places and and different times of the game, one has to be visible to all and the others fogged.
1. in my map all 12 player slots are taken , and neutral passive has some vendors that should not be visible to all, so i cant use the trigger
"Make neutral passive treat player A as neutral with shared vision"
2. The most logical thing I tried was with visbility regions...
this creates visibility for when you begin the game >
1. in my map all 12 player slots are taken , and neutral passive has some vendors that should not be visible to all, so i cant use the trigger
"Make neutral passive treat player A as neutral with shared vision"
2. The most logical thing I tried was with visbility regions...
this creates visibility for when you begin the game >
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Visibility - Create an initially Enabled visibility modifier for (Player((Integer A))) emitting Visibility across Hills[HILL_Index]
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Set Visibility_Region[(Integer A)] = (Last created visibility modifier)
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relocate hill
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Events
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Time - Timer_MoveHill expires
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Conditions
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Actions
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Animation - Play Hill_Unit's death animation
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Wait 1.00 game-time seconds
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Custom script: loop
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Set RandomNum = (Random integer number between 1 and 5)
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Custom script: exitwhen udg_HILL_Index != udg_RandomNum
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Custom script: endloop
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Set HILL_Index = RandomNum
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Unit - Move Hill_Unit instantly to Hills_Locs[HILL_Index]
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Unit Group - Remove all units from Hill_Current_Units
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Game - Display to (All players) the text: The hill have reloc...
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Visibility - Destroy Hill_Visibility[(Integer A)]
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Visibility - Create an initially Enabled visibility modifier for (Player((Integer A))) emitting Visibility across Hills[HILL_Index]
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Set Visibility_Region[(Integer A)] = (Last created visibility modifier)
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Sound - Play MapPing <gen>
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Cinematic - Ping minimap for (All players) at Hills_Locs[HILL_Index] for 10.00 seconds
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