- Joined
- Feb 8, 2013
- Messages
- 1,479
So I have regions in a map that appears (receives a visibbility modifier) in the minimap when I enter them. Like so:
Once the region is explored we can see it ... well, in theory anyway. My problem is that I want to leave the area and have it hidden and then return to it later and have the explored area visible again.
In case you didn't notice already, this is a Diablo remake.
What I really want is to set camera bounds but that only effects the camera box and not the minimap. This looks dumb so the only thing to do is hide the regions of the map which are not being used with a black mask.
Finally, my "explored region" is not staying visible. This is a pain, but I am sure I can fix it. What I really need is some way to hide the region without "un-exploring" it.
I start here:
then I enter the cave.
Now, I appear here:
in the cave.
Problem is that the whole region is explored (visible).
I want it to be like this:
at first.
Then after exploring like this:

Then when I leave, back to this:

But if I go in again, I want to see the explored region again:
.
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Enter Blood Moore
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Events
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Unit - A unit enters Bridge <gen>
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Conditions
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(Encampment <gen> contains unit) Equal to True
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Actions
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Cinematic - Apply a filter over 1.00 seconds using Normal blending on texture Black Mask, starting with color (0.00%, 0.00%, 0.00%) and 100.00% transparency and ending with color (0.00%, 0.00%, 0.00%) and 0.00% transparency
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Cinematic - Show filter
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Wait 1.00 seconds
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Set temploc = (Center of Leaving Camp <gen>)
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Unit - Move EquipmenT 0036 <gen> instantly to temploc
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Unit - Move STash Bag 0019 <gen> instantly to temploc
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Unit - Move unit instantly to temploc
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Custom script: call RemoveLocation(udg_temploc)
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Floating Text - Create floating text that reads Entering the Blood ... above unit with Z offset 100.00, using font size 10.00, color (80.00%, 0.00%, 0.00%), and 20.00% transparency
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
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Floating Text - Set the velocity of (Last created floating text) to 12.00 towards 90.00 degrees
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Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
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Custom script: call SetDayNightModels("Environment\\DNC\\DNCDungeon\\DNCDungeonTerrain\\DNCDungeonTerrain.mdx" , "Environment\\DNC\\DNCFelwood\\DNCFelwoodUnit\\DNCFelwoodUnit.mdx")
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Cinematic - Apply a filter over 1.00 seconds using Normal blending on texture Black Mask, starting with color (0.00%, 0.00%, 0.00%) and 0.00% transparency and ending with color (0.00%, 0.00%, 0.00%) and 100.00% transparency
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Wait 1.00 seconds
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Visibility - Enable BlackMaskRegion[8]
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Visibility - Enable VisibilityRegion[2]
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Visibility - Disable VisibilityRegion[1]
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In case you didn't notice already, this is a Diablo remake.
What I really want is to set camera bounds but that only effects the camera box and not the minimap. This looks dumb so the only thing to do is hide the regions of the map which are not being used with a black mask.
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Theme
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Events
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Time - Elapsed game time is 0.01 seconds
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Conditions
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Actions
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Environment - Set fog to style Linear, z-start 700.00, z-end 7000.00, density 0.07 and color (50.00%, 50.00%, 50.00%)
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Game - Set Visibility - Hide Terrain to On
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Game - Disable ally color button and Disable creep camp button
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Game - Hide creep camps on the minimap
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Game - Enable drag-selection functionality (Disable drag-selection box)
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Selection - Select Amazon 0010 <gen> for Player 1 (Red)
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Unit - Turn alarm generation for Amazon 0010 <gen> Off
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Visibility - Enable black mask
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Visibility - Enable fog of war
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Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Encampment <gen>
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Set VisibilityRegion[1] = (Last created visibility modifier)
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Visibility - Create an initially Disabled visibility modifier for Player 1 (Red) emitting Fog of war across Blood Moore <gen>
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Set VisibilityRegion[2] = (Last created visibility modifier)
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Visibility - Create an initially Disabled visibility modifier for Player 1 (Red) emitting Fog of war across Cave Boundries <gen>
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Set VisibilityRegion[3] = (Last created visibility modifier)
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Visibility - Create an initially Disabled visibility modifier for Player 1 (Red) emitting Fog of war across (Entire map)
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Set VisibilityRegion[8] = (Last created visibility modifier)
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-------- Mask --------
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Visibility - Create an initially Disabled visibility modifier for Player 1 (Red) emitting Black mask across Encampment <gen>
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Set BlackMaskRegion[1] = (Last created visibility modifier)
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Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Black mask across Blood Moore <gen>
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Set BlackMaskRegion[2] = (Last created visibility modifier)
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Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Black mask across Cave Boundries <gen>
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Set BlackMaskRegion[3] = (Last created visibility modifier)
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Visibility - Create an initially Disabled visibility modifier for Player 1 (Red) emitting Black mask across (Entire map)
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Set BlackMaskRegion[8] = (Last created visibility modifier)
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I start here:

Now, I appear here:

Problem is that the whole region is explored (visible).
I want it to be like this:

Then after exploring like this:

Then when I leave, back to this:

But if I go in again, I want to see the explored region again:

Last edited: