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[General] Visibility :3

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Edit: Redid the whole post

So..my problem is that when i craft a item, the vision of the smithing area still remains O:.....

before smithing \/\/\/

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then clicking the smithing :3

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then after that, the smithing menu has vision now

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after all the dialogs and crafting the item

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then the vision of the smithing area still remains !!

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How do i make it so that there isn't any vision after crafting ?? :3?
 

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Last edited:

Kusanagi Kuro

Hosted Project: SC
Level 10
Joined
Mar 11, 2012
Messages
708
Do u create any unit in that area or only doodad there?
If there is unit, I suggest u should kill or remove those units. If there only doodad, I remember that there is a trigger's action which disable visibility in an area. U should try those.
 
Level 11
Joined
Oct 31, 2010
Messages
1,057
hayaku said:
Do u create any unit in that area or only doodad there?
If there is unit, I suggest u should kill or remove those units. If there only doodad, I remember that there is a trigger's action which disable visibility in an area. U should try those.

i am using units O:, but killing and removing them could cause bugs like another player crafting and then the units suddenly dissapears

here are the triggers :3

  • Smithing Cast
    • Events
      • Unit - A unit Sells an item (from shop)
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Sold Item)) Equal to |cffff9955Smithing|r
        • Then - Actions
          • Trigger - Turn on Smithing Player Red vision <gen>
          • Item - Remove (Sold Item)
          • Camera - Apply Camera 002 <gen> for (Owner of (Buying unit)) over 0.00 seconds
        • Else - Actions
          • Do nothing
  • Smithing Player Red vision
    • Events
      • Time - Every 0.30 seconds of game time
    • Conditions
    • Actions
      • Camera - Apply Camera 002 <gen> for Player 1 (Red) over 0.00 seconds
      • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Smithing Player red <gen>
      • Set VISIBILITY[1] = (Last created visibility modifier)
  • Smithing Bronze Ingot YesNNo
    • Events
      • Dialog - A dialog button is clicked for DialogBronzeIngot
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to DialogBronzeIngotYes
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Random unit from (Units owned by PlayerSmith[PlayerSmithNumber] matching (((Matching unit) is An Ancient) Equal to False))) has an item of type Bronze Ore(Misc)) Equal to True
              • (Charges remaining in (Item carried by (Random unit from (Units owned by PlayerSmith[PlayerSmithNumber] matching (((Matching unit) is An Ancient) Equal to False))) of type Bronze Ore(Misc))) Greater than or equal to 2
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Charges remaining in (Item carried by (Random unit from (Units owned by PlayerSmith[PlayerSmithNumber] matching (((Matching unit) is An Ancient) Equal to False))) of type Bronze Ore(Misc))) Equal to 2
                • Then - Actions
                  • Camera - Reset camera for PlayerSmith[PlayerSmithNumber] to standard game-view over 0.00 seconds
                  • Visibility - Destroy VISIBILITY[PlayerSmithNumber]
                  • Trigger - Turn off PlayerSmithTrigger[PlayerSmithNumber]
                  • Game - Display to (Player group((Owner of (Random unit from (Units owned by PlayerSmith[PlayerSmithNumber] matching (((Matching unit) is An Ancient) Equal to False)))))) the text: |cffffcc00Successfu...
                  • Hero - Create Bronze Ingot(Misc) and give it to (Random unit from (Units owned by PlayerSmith[PlayerSmithNumber] matching (((Unit-type of (Matching unit)) is An Ancient) Equal to False)))
                  • Selection - Select (Random unit from (Units owned by PlayerSmith[PlayerSmithNumber] matching (((Matching unit) is An Ancient) Equal to False))) for PlayerSmith[PlayerSmithNumber]
                  • Camera - Pan camera for PlayerSmith[PlayerSmithNumber] to (Position of (Random unit from (Units owned by PlayerSmith[PlayerSmithNumber] matching (((Matching unit) is An Ancient) Equal to False)))) over 0.00 seconds
                  • Item - Remove (Item carried by (Random unit from (Units owned by PlayerSmith[PlayerSmithNumber] matching (((Matching unit) is An Ancient) Equal to False))) of type Bronze Ore(Misc))
                • Else - Actions
                  • Camera - Reset camera for PlayerSmith[PlayerSmithNumber] to standard game-view over 0.00 seconds
                  • Visibility - Destroy VISIBILITY[PlayerSmithNumber]
                  • Trigger - Turn off PlayerSmithTrigger[PlayerSmithNumber]
                  • Item - Set charges remaining in (Item carried by (Random unit from (Units owned by PlayerSmith[PlayerSmithNumber] matching (((Unit-type of (Matching unit)) is An Ancient) Equal to False))) of type Bronze Ore(Misc)) to ((Charges remaining in (Item carried by (Random unit from (Units owned by (Triggering player) matching (((Unit-type of (Matching unit)) is An Ancient) Equal to False))) of type Bronze Ore(Misc))) - 2)
                  • Selection - Select (Random unit from (Units owned by PlayerSmith[PlayerSmithNumber] matching (((Matching unit) is An Ancient) Equal to False))) for PlayerSmith[PlayerSmithNumber]
                  • Hero - Create Bronze Ingot(Misc) and give it to (Random unit from (Units owned by PlayerSmith[PlayerSmithNumber] matching (((Unit-type of (Matching unit)) is An Ancient) Equal to False)))
                  • Camera - Pan camera for PlayerSmith[PlayerSmithNumber] to (Position of (Random unit from (Units owned by PlayerSmith[PlayerSmithNumber] matching (((Matching unit) is An Ancient) Equal to False)))) over 0.00 seconds
                  • Game - Display to (Player group((Owner of (Random unit from (Units owned by PlayerSmith[PlayerSmithNumber] matching (((Matching unit) is An Ancient) Equal to False)))))) the text: |cffffcc00Successfu...
            • Else - Actions
              • Game - Display to (Player group(PlayerSmith[PlayerSmithNumber])) the text: |cffffcc00You do no...
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Clicked dialog button) Equal to DialogBronzeIngotNo
            • Then - Actions
              • Game - Display to (Player group(PlayerSmith[PlayerSmithNumber])) the text: |cffffcc00Okay then...
            • Else - Actions
              • Do nothing
 
Oh wow, I see the bug now.

In your loop, you are creating a new visibility modifier every 0.3 seconds. When it is destroyed, you are only destroying the last visibility modifier you created for that player.

Instead of creating the visibility modifier in the loop, you should create it when the forge is activated.
 
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