My problem is i have tried giving map revealers from computer players and neutral players to Human players, and other computers, but it is defenitely not working. I know that this can be done but for some reason i can't get it to work right. Please help.
This cannot be done.
I think you can, however, set a player to rescuable and create/remove a unit by the map revealer to rescue it.
Why dont u make it Create A Map Revealer At A Preplaced Location just for that map revealer instead?
Because if he/she does that then the other person will still have the map revealer there. And your cannot remove a map reavealer at a location you have to make it remove all.
QUOTE(KaboomHahahein @ May 19 2005, 04:17 PM)
Because if he/she does that then the other person will still have the map revealer there. And your cannot remove a map reavealer at a location you have to make it remove all.
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Is it really that hard to remove all the map revealers and then create the ones that are required?
Doesn't creating map revealers take a while before you get the vision? It is not hard at all to remove them all and then re-creating them.
Why not just give vision of the computer player to the human player? Of course you'd have to have a separate computer for vision where ever you'd like it.
I know you can give physical map revealers to other players, but that wouldn't be of any help, since they can be attacked, selected, and die=crash.
If you select then what happens?
QUOTE(KiLLeR2001 @ May 19 2005, 06:29 PM)
Why not just give vision of the computer player to the human player? Of course you'd have to have a separate computer for vision where ever you'd like it.
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Tried that, I have multiple settings i want vision to go in and out of. I could do buildings but...meh nah. By the way, last time i checked you cant create map revealers. Please don't waste posts on this thread and you're not trying to help me, or discuss the map revealer issue. Just saying this to be saying it(it often happens). Still open to alternative suggestions for vision.
I don't think that there is a delay of vision when you create revealers.
It's turning vision on and off that has like the 2 second delay.
Yes that is correct. Creating a map revealer for a player gives vision instantly, just like an other unit. The AI scripts "Turn on shared vision..." do have a small lag in giving vision.
You can create map revealers, but you can't remove map revealers using the "remove units at location" action.
Addendum: I tested it... you can't give map revealers to different players.
Because map revealers are 'hidden' units, they are not technically findable by any condition or action that includes a "location" field. So you can't use "bring", "kill units at location", "remove units at location", or "move unit" on them.
QUOTE(in_a_biskit @ May 20 2005, 07:00 AM)
Yes that is correct. Creating a map revealer for a player gives vision instantly, just like an other unit. The AI scripts "Turn on shared vision..." do have a small lag in giving vision.
You can create map revealers, but you can't remove map revealers using the "remove units at location" action.
Addendum: I tested it... you can't give map revealers to different players.
Because map revealers are 'hidden' units, they are not technically findable by any condition or action that includes a "location" field. So you can't use "bring", "kill units at location", "remove units at location", or "move unit" on them.
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So basically there is no way to go in and out of vision via map revealers? Just trying to get the facts of what you say.
You can create map revealers to give vision.
You can use the action: "Remove all map revealer for player" to remove vision.
You cannot use the action: "Remove map revealer at location"
You cannot use the action: "Move map revealer from location to location"
You cannot use the condition: "Player brings map revealer to location"
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I'm not sure if you can rescue map revealers.
An alternative possiblity is to create, move, or give burrowed or cloaked units if they won't get in the way (note: giving burrowed units to the computer causes them to unburrow).
Another alternative is to continuously create and instantly remove a unit at the desired location. I'm not sure if this will give you reliable vision, though.
I think I have a solution to your problem, I'll post it tomorrow because I don't have time right now.
ADDITION:
Try this, basically you associate every map revealer you want to be removed or added with a location and a switch. If the switch is enabled then you create a map revealer in the location, if it isn't then you don't create a map revealer there. But with every trigger run, you remove all map revealers.
Look at this map if you don't understand. It's pretty strait-forward.
[attachmentid=9154]
QUOTE(chuiu_os @ May 21 2005, 04:26 PM)
I think I have a solution to your problem, I'll post it tomorrow because I don't have time right now.
ADDITION:
Try this, basically you associate every map revealer you want to be removed or added with a location and a switch. If the switch is enabled then you create a map revealer in the location, if it isn't then you don't create a map revealer there. But with every trigger run, you remove all map revealers.
Look at this map if you don't understand. It's pretty strait-forward.
[attachmentid=9154]
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Barely a step behind me Chuiu.
I planned it a similar way, burrowed some zerglings around each battlefield or area, and then simply when a switch is set a location will go through each zergling location 1 time and create a map revealer, then the trigger clears the switch. My problem is most likely solved, but i will leave this topic open incase i encounter more problems. Thanks all!
Well I don't know how advanced anyone who asks for help here is or I would have posted that instead. They all run off the same concept.