• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Visiblity modifiers = headache!!!

Status
Not open for further replies.
Level 8
Joined
Aug 2, 2006
Messages
346
How exactly do these things work? I have a resettable map, so people don't have to rm all the time. The problem is I have it so when they die, and the game is still going on, the whole map is revealed to them so they can watch the action. When the game restarts, I want the map to go back to the way it started (everything covered in fog of war). It simply won't do it!

I have it so whenever it creates the visibility modifier to see the whole map, it assigns it to a variable so I can get it later. When I'm trying to refog the whole map, I "destroy" that modifier then create the one that emits fog of war. The map stays fully revealed. What am I doing wrong?
 
Level 11
Joined
Feb 14, 2009
Messages
884
You need to emit Fog of War and Black Mask in the entire playable map area. Try this, it should work.
 
Level 11
Joined
Feb 14, 2009
Messages
884
  • Untitled Trigger 001
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Visibility - Disable fog of war
      • Visibility - Disable black mask
  • Untitled Trigger 002
    • Events
      • Player - Player 1 (Red) types a chat message containing a as An exact match
    • Conditions
    • Actions
      • Visibility - Enable fog of war
      • Visibility - Enable black mask
These 2 triggers work perfectly fine for me. Are you sure you're doing everything as you should?
 
Level 8
Joined
Aug 2, 2006
Messages
346
Oh that! Well I also want to make it so it will re-cover the whole map in fog of war at the end of a round, when the map essentially restarts.

I'll give that a shot, I didn't see those were actions. I thought you had to choose a visibility modifier to affect.

EDIT: Oh... no I need it so it can be done individually for each player. When a player gets killed, and thus is effectively out of the game until game reset, I want them to be able to see the whole map and be able to observe.

EDIT2: I made the following trigger:
  • DEBUG FOW
    • Events
      • Player - Player 1 (Red) skips a cinematic sequence
    • Conditions
    • Actions
      • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Fog of war across (Entire map)
Whenever I hit escape, everything disappears for about 1 frame, then instantly comes back, no fog of war.

EDIT3: AHA! It wasn't MY visibility modifier that was doing it. I had shared vision with a computer controlled player who was accidentally given a visibility modifier via Pick every player in (all players), but was then not removed when I looped through players 0-10
 
Status
Not open for further replies.
Top