- Joined
- Mar 1, 2013
- Messages
- 555
Is it possable to make a unit's sight radius bigger than 1800?
I heard here is a way you can do it by abusing the ultra-vision upgrade but I can not remember how, sorry, maybe someone else knows?
Technically, you can, by using "tricks" such as creating dummies over at the edge of 1800 sight range of a specified unit.
But I'm afraid the vision would not be a perfect circle - vision collision.
every 0.1 seconds of a game time
create dummy at position of your hero
add dummy ability Reveal that has radius you need (set Reveal no effect and last 0.1 second)
issue order targeting point orc far seer reveal
Well, that will also reveal invisible units unless you changed it in Object Editor, but why would you do that? If you can just create a dummy unit then change its sight radius.
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- Untitled Trigger 001
- Events
- Map initialization
- Conditions
- Actions
- Set unit = Blood Mage 0000 <gen>
- Set point = (Position of unit)
- Visibility - Create an initially Enabled visibility modifier for (Owner of unit) emitting Visibility from point to a radius of 2500.00
- Set fogMods[(Custom value of unit)] = (Last created visibility modifier)
- Unit Group - Add unit to fogGroup
- Custom script: call RemoveLocation(udg_point)
- Custom script: set udg_point = null
- Untitled Trigger 002
- Events
- Time - Every 0.25 seconds of game time
- Conditions
- Actions
- Unit Group - Pick every unit in fogGroup and do (Actions)
- Loop - Actions
- Set unit = (Picked unit)
- Set integer = (Custom value of unit)
- Set point = (Position of unit)
- Visibility - Destroy fogMods[integer]
- Visibility - Create an initially Enabled visibility modifier for (Owner of unit) emitting Visibility from point to a radius of 2500.00
- Set fogMods[(Custom value of unit)] = (Last created visibility modifier)
- Custom script: call RemoveLocation(udg_point)
- Custom script: set udg_point = null
I don't recommend using this for all units in map as it might start to lag. If you only use it for heroes then it is ok.
Also check if the unit is dead and stuff like that.
- Untitled Trigger 001
- Events
- Map initialization
- Conditions
- Actions
- Set unit = Blood Mage 0000 <gen>
- Set point = (Position of unit)
- Visibility - Create an initially Enabled visibility modifier for (Owner of unit) emitting Visibility from point to a radius of 2500.00
- Set fogMods[(Custom value of unit)] = (Last created visibility modifier)
- Unit Group - Add unit to fogGroup
- Custom script: call RemoveLocation(udg_point)
- Custom script: set udg_point = null
- Untitled Trigger 002
- Events
- Time - Every 0.25 seconds of game time
- Conditions
- Actions
- Unit Group - Pick every unit in fogGroup and do (Actions)
- Loop - Actions
- Set unit = (Picked unit)
- Set integer = (Custom value of unit)
- Set point = (Position of unit)
- Visibility - Destroy fogMods[integer]
- Visibility - Create an initially Enabled visibility modifier for (Owner of unit) emitting Visibility from point to a radius of 2500.00
- Set fogMods[(Custom value of unit)] = (Last created visibility modifier)
- Custom script: call RemoveLocation(udg_point)
- Custom script: set udg_point = null
I don't recommend using this for all units in map as it might start to lag. If you only use it for heroes then it is ok.
Also check if the unit is dead and stuff like that.
It is Posible!
Go into Game Interface and Increase it !
Or go Trigers And Code that will reveal the arena around the unit by the number you will configurate!