This is more likely due to the wall not actually blocking sight, unless you mean a cliff? In which case I'm not sure. But make sure they actually don't have vision, something could still be providing it.The trigger worked fine but I see that units were able to see the unit over the walls too.
I used the other condition "Is unit visible to player" but if there is some unit of the same player over the wall, they manage to see the player 1 unit. I tried to make a non-shared vision to units of the same player, but it didn't work.
It's ok that the unit over the wall will attack the player but what I want is the unit from the other side of the wall doesn't see and attack the hero just because his ally can see him. What I'm trying to make is units don't share vision even if they are in the same playerThis is suppose to happen. If they have vision up on the cliff then they can attack something up the cliff from at the bottom of the cliff. This is normal WC3 behavior.
What I'm trying to make is units don't share vision even if they are in the same player
I see. Maybe make a player own only one unit could solve this problem but there aren't a lot of players, so can we create new player groups? Like, for example, creating player 13, 14 and so on.That just cannot be done without a massive system to rework how vision works and that's really difficult to do because it can cause a lot of lag.
No, because units share vision, not acquisition range.Does acquisition range be of any help?
I don't think so, acquisition range in most of the case is lower than vision, acquisition range is the range where unit will automatically attack enemy, vision is...the vision XDaquistion range have same value as vision
I don't think so, acquisition range in most of the case is lower than vision, acquisition range is the range where unit will automatically attack enemy, vision is...the vision XD