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Staredit Network -> Concepts -> Unit Vision
Report, edit, etc...Posted by fishgold on 2005-11-01 at 19:22:11
What is Unit Vision?

In reality, you can not see the object which is behind an untransparenet object. The idea is to apply this rule to starcraft, so that it can give some element of stealth. If wall is between the enemy and player, enemy won't be able to see the player. It takes a simple rule, but incredibly hard to implement.

EDIT: Theritically -> Theoritically



==Updated==

Finally, the battle is over. To tell you the truth, it was really hard to achieve and I never thought I could come this far.. But I did! biggrin.gif.

So I guess people who chose second option are correct.

Enjoy the masterpiece smile.gif


Download Link
http://www.staredit.net/index.php?download=4603
Report, edit, etc...Posted by Do-0dan on 2005-11-01 at 19:27:43
doesnt fog of war already do this with walls?
Report, edit, etc...Posted by Voyager7456(MM) on 2005-11-01 at 19:49:18
StarCraft already does this with High Terrain. Do you mean block vision of objects behind other units/buildings as well?
Report, edit, etc...Posted by Rantent on 2005-11-01 at 22:28:45
Hmm...
You can't create fog of war...

Doing vision for a hero.
You could have it so you have a blind unit, and at varying intervals you create and remove units to give vision. (Tux's method I believe)
So you make a grid around your hero, of say 25 squares, (thats 5x5 wink.gif ) and if you bring a building into one of those squares you don't create the units that give your hero vision there. So you wouldn't be able to see around it. It wouldn't be perfect, but it could work. The only difficulty could be that your vision would move slower than your hero.

As for doing it for enemies.
pinch.gif No way I can think of going about it that would be able to do it constantly on multiple enemies.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-11-01 at 23:55:57
When you are swiftly walking do you see every detail and everything around you? Most likely if you slowed down to take details. (If it is a little slow, it may just make it a bit more realistic; but if it is too slow, it would just be annoying)
Report, edit, etc...Posted by Rantent on 2005-11-02 at 00:41:50
No the reason it would be slow is due to the time it takes for the fog of war to uncover. So if you run fast, you won't see whats in front of you.
Report, edit, etc...Posted by Red2Blue on 2005-11-02 at 03:51:55
But the flaw would be that the fog that you have already unmasked stays unmasked for a breif while after the unit has moved over that location allowing you a sort of extra eye in those areas.
Report, edit, etc...Posted by IA-Sky on 2005-11-02 at 16:25:16
im wondering if it is possible to have a certian area of a map "have no vision" no matter what you do, scanning scouting ect.

and without turning off vision with yourself.
Report, edit, etc...Posted by Rantent on 2005-11-03 at 01:33:20
Make it null. bleh.gif
I don't think a black no matter what area can be done.
Report, edit, etc...Posted by Do-0dan on 2005-11-03 at 01:39:09
i think if u use square terrain and put high terrain next to low terrain, then it should take away vision pretty fast.....but u yourself get less vision and it looks ugly
Report, edit, etc...Posted by Rantent on 2005-11-03 at 01:48:50
That would work for a map where the low and high terrain look the same. (Jungle on high jungle for instance)
That could work. cool.gif
Report, edit, etc...Posted by RedNara on 2005-11-04 at 00:04:34
yea you can do black no matter what.. smile.gif once unit goes there unshare all ally vision smile.gif

well if thats what you mean yea sure.. but if its something more tricky then no...

unless you have map revealers everywhere for some natural player and let you have share vision with the map reavealer... and at some place not place map revealers blah i bet i spelled tons of stuff wrong..
Report, edit, etc...Posted by PCFredZ on 2005-11-08 at 19:00:28
High terrain still sounds the best.
Report, edit, etc...Posted by Syphon on 2005-11-08 at 21:46:56
Or just a piece of the cliff, most sniper games implement it that way.

-=MILES=- comes to mind.
Report, edit, etc...Posted by AgenT_Nick on 2005-11-09 at 16:08:44
maybe blinding? that makes your sight 1 just a thought mellow.gif
Report, edit, etc...Posted by Voyager7456(MM) on 2005-11-09 at 16:32:20
Hmmm... maybe blinding with a mobile grid of burrowed Zerglings... make it so you only see farther infront of you... ermm.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-11-09 at 19:04:33
*cough*
QUOTE(Red2Blue @ Nov 2 2005, 03:51 AM)
But the flaw would be that the fog that you have already unmasked stays unmasked for a breif while after the unit has moved over that location allowing you a sort of extra eye in those areas.
[right][snapback]346742[/snapback][/right]
Report, edit, etc...Posted by Voyager7456(MM) on 2005-11-09 at 20:22:23
I think that it's a limitation of the SC engine we can't get around though... pinch.gif

Even Tuxedo had trouble... http://www.staredit.net/index.php?showtopic=13586&hl=
Report, edit, etc...Posted by fishgold on 2005-11-10 at 05:07:07
I found a way to achieve this, but I'm never sure if it will be accurate and fast at the same time. I need help!!

PS: ...
Report, edit, etc...Posted by Rantent on 2005-11-10 at 14:48:42
...
So what way did you find?
Report, edit, etc...Posted by WoodenFire on 2005-11-10 at 19:55:11
My RPG Crescent Dyne during the daytime nulls all terrain vision imparments.

Looks neato. Large vision. No blind needed for the night.
Report, edit, etc...Posted by Ninebreaker on 2005-11-10 at 20:15:22
if i ever wanted to to it id do a mobile grid (although i dont know how... lol) And the last direction you moved to you could use spider mines or scourges since they dont have a large vision sight and as some1 said before, if theres a unit or building htere you dont create...
Report, edit, etc...Posted by Rantent on 2005-11-10 at 22:20:58
It would work, but you'd have to make the triggers detect which way each unit was facing, and then calculate which units to make smaller. A little more work, but I could see it being done. Sometime...
Report, edit, etc...Posted by fishgold on 2005-11-14 at 00:03:11
Good news people!

I've confirmed that Unit Vision is absolutely possible!!!
Like I mentioned before it will go through these steps.

Terrain mapping -> Unit mapping-> Visibility check

Terrain mapping: Map the terrain that is around player.
Unit mapping: Map units near player.
Visibility check: See if player is being seen by enemy in 16 different angles.

My Unit vision will only tell whether player is seen by enemy or not. It won't tell which enemy sees you.
Report, edit, etc...Posted by scwizard on 2005-11-14 at 18:47:47
He's talking about not being able to see through marine walls and things. Leeme test something really quick.

ADDITION:
Ya, it's impossible...
Unless new 3rd party program technology (such as EUD enabler) comes out.

ADDITION:
So you say it is possible...
Can't wait to see how this one turns out.
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