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Visibility - Create an initially Enabled visibility modifier for (Owner of (Your Unit))) emitting Visibility from (Position of (Your Unit)) to a radius of 2000.00
then dont you need to disable the vision when the unit dies?
Line of Sight

Events


Time - Every 0.02 seconds of game time

Conditions

Actions


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Fog of war across (Playable map area)


Set Group = (Units in (Playable map area))


Unit Group - Pick every unit in Group and do (Actions)



Loop - Actions




Set loc[1] = (Position of (Picked unit))




Visibility - Create an initially Enabled visibility modifier for (Owner of (Picked unit)) emitting Visibility from loc[1] to a radius of (Real((Point-value of (Unit-type of (Picked unit)))))




Custom script: call RemoveLocation(udg_loc[1])


Custom script: call DestroyGroup(udg_Group)
well a trigger that happens ever .02 seconds sounds like a lag problem 2 me.
Also the troops a building(does not move), if that matters
how about a dummy unit casting far sight?
how about a dummy unit casting far sight?
Would cause more lag than apoc's way because you also have to do it very frequently
And far sights follows moving units?
Haha =P no but it better than the first since it bigger area so you will not notice (2500 range any directions...who will notice =D ) ... xD
OK THATS IT! I WILL SHOW YOU WHO IS BETTER
This maps are the 2 maps that compete
map with 1 in the end: my map that has 372 units in it.
map with 3 in the end: the other guy's map eddited with 372 in total units. I also made his "0.02 seconds to 0.05"
Go and test it.
I will only say that one map is laggy like hell while the other one less laggy and one map couldn't handly that much units and about half of 372 units ARE INVISABLE.
Report what you have found better.
PS
Did I mentioned that one of them will FREEZE and CRUSH?
O-W-N-E-D
I don't have World Editor on my notebook so I can't check this right now.
Isn't there a gameplay constant for maximum sight range?
Otherwise would the sight range upgrade work?
Some ideas
Having to use those timed triggers sounds like an inefficient idea.![]()
Hm, shocker: I've said that it causes lag (only when there are too much units on the map, though... 100+ units creates lag).
I've removed all leaks (that are possible in GUI), so it has no long-term effects.
The trigger has to run every .02 seconds, since otherwise the vision would pulsate (check it yourself...).
Erm, I can make it more effective with JASS, but then you have to tell me what kind of map it is and how many units can be on the map at the same time (only the units that have 1800+ sight range).
If those conditions just aren't good (e.g.: 200+ units), then you'll have to try another method... at least I've tried something :/
Sorry for the extremely late answer, but I haven't go a single clue of what you want..
In my project pressing esc will swap the units as in the test map.
I need your system to suit that
