Staredit Network

Staredit Network -> UMS Assistance -> I don't get how to make it so...
Report, edit, etc...Posted by Ice_Inferno_X3 on 2004-12-16 at 16:40:01
How do you make it so the map doesn't reveal without proper lighting. I have an idea for an rpg but ive been wondering that for a while! (BTW ur rpg rules). Does anyone know how to do this (pirate if ur reading this please help)
Report, edit, etc...Posted by HeRtZ on 2004-12-16 at 16:44:00
just do run ai script(ai vision for player 1 ON)
Report, edit, etc...Posted by Ice_Inferno_X3 on 2004-12-16 at 16:45:17
thats all?! really?! wonder y i didnt c that....thanks
Report, edit, etc...Posted by HeRtZ on 2004-12-16 at 16:47:04
hey but remember for ai script you have to have the computer player as ON unless the trigger wont work for the humans
Report, edit, etc...Posted by SA_Max71 on 2004-12-16 at 17:11:05
He/she also had the vision turned off for all of the human players except for those that control the lights.
Report, edit, etc...Posted by .Coko[CK] on 2004-12-16 at 17:13:06
To give a complete idea;

He had areas owned by a computer player that you were not sharing vision with, but when the player's location came near the area, or such, it would give to the computer player that had vision with you. Therefore it wouldn't be going off and on, and you couldn't see too much.

Vision with yourself was always off, because otherwise the system would collaspe. So to have it work well your want two computer players to own the "light units" and passing them between each other to have it going together well.
Report, edit, etc...Posted by kao on 2004-12-27 at 04:32:20
A Bump, Yes (I've been searching on how to do this), but what I need to do (in trigger form), would be something like:

Trigger
Players:
¤ Player 1
Conditions:
¤ Always
Actions:
¤ Execute AI Scipt 'Turn OFF Shared Vision for Player 1'.


Then, in order to give Player one a sufficient Viewing Area (to build), I would simply...

Trigger
Players:
¤ Player 7
Conditions:
¤ Always
Actions:
¤ Execute AI Scipt 'Turn ON Shared Vision for Player 7'.


Then I would just place units (Map Observers would work, right?) for Player 7 over where I want player 1 to build, and Red would not be able to see anything else, right? I'm trying for the same exact effect (in trigger form) as in Legacy of Haean by qPirateKing.

Anything I would have to add/change to make it work?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-27 at 04:41:18
Don't think of it as "shared vision" think of it as "get vision"

For player 1 to see player 7 the trigger needs to be owned by player 1 and share vision with player 7. (or maybe that was a typo)

Yeah if you did that (keeping in mind both triggers are owened by player 1) then player 1 would only be able to see what player 7 could. Regardless of any map revealers he has or where his units are.
Report, edit, etc...Posted by kao on 2004-12-27 at 04:49:38
Yeah, that was a typo. I'll make the change and test accordingly.

EDIT: Just made the change. and it works nice now. All I need to do is to test the radius of the Map Revealers so I can make it so the players can't see what I don't want them to see wink.gif

EDIT Again: Hmm, how cool would it be to have an army of blinded units? Like when you make a unit, it's moved somewhere, blinded, then returned? Only problem I see is the delay in the medic using the actual spell. Hmm... It would be pointless in itself without having vision on yourself, though.
Report, edit, etc...Posted by Urmom(U) on 2004-12-27 at 12:03:44
i think the radius if i remember from an old thread, is 10 grid squares on each side or something like that.
Report, edit, etc...Posted by kao on 2004-12-27 at 16:15:32
Thanks for the ballpark area (I'll test it with that).
Next Page (1)