Hmmm - i know this isn't data but - change owner of created "wall" in a trigger would probably work. Not to sure about in the data edit because like you said allied units will still share vision with the own player. Even at 0 range the range of the unit behind the wall will still be able to see 'threw' the wall.
Unit - Change ownership of (Triggering unit) to player 1 and Change Color
- just adjust to suit.
Found this. don't know if it would help or not but looks interesting, lol.
Field Pylon (Basic) (None): Visible To + (Basic) (None): Visible To At Creation + (Basic) (None): Visible To Players +
The vision blocking "Walls", and the owned walls are both set to 0 Vision Height.
Im have been implementing Vision Height for certain tall structures I intend to be able to "see over" the walls, but was careful to setup several areas in my test map so I could test how the various Vision Heights interacted with the walls.
I found Effect > Create Unit > (Basic) Effect: Spawn Owner+ allows me to change ownership of created units, so no triggers needed.
I got it working by just using Effect > Create Unit and ensuring that the spawned "Wall" footprint is the only one with vision blocking.
It appears that if two footprint based units with vision blocking occupy the same cell location, the one owned by the player is the one that gets it's vision blocking applied to that cell. So by setting the owned portion of the wall to have no vision blocking, I ensure the effect spawned neutrally owned portion is the one that sets vision blocking on the cell the wall gets built on.
I was looking at the "Visible To" entries but they are all off by default, with suggests that there needs to be something telling the unit to use them? Otherwise I wouldn't be able to see the spawned "Wall" at all. (Unless Im incorrectly assuming its use)
Ill probably come back to take a look at the "Visible To" entries, but I suspect they are more for determining what players/ teams can or cannot see a unit rather than interacting with a units Sight Radius/ Vision.
Im trying to get my walls to block unit vision but they only block ENEMY vision.
Im assuming this is because friendly units share vision with each other, but it still happens even when I set the wall's Sight Radius to 0.
I have an idea on how to do it, but it involves spawning a neutral invisible vision blocker every time a Player Wall is built.
I'd rather not do that if there is a way to accomplish this goal without it, so any ideas?
Hmmm - i know this isn't data but - change owner of created "wall" in a trigger would probably work. Not to sure about in the data edit because like you said allied units will still share vision with the own player. Even at 0 range the range of the unit behind the wall will still be able to see 'threw' the wall.
Unit - Change ownership of (Triggering unit) to player 1 and Change Color
- just adjust to suit.
Found this. don't know if it would help or not but looks interesting, lol.
Field Pylon
(Basic) (None): Visible To +
(Basic) (None): Visible To At Creation +
(Basic) (None): Visible To Players +
What height are your vision blockers set to?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil
The vision blocking "Walls", and the owned walls are both set to 0 Vision Height.
Im have been implementing Vision Height for certain tall structures I intend to be able to "see over" the walls, but was careful to setup several areas in my test map so I could test how the various Vision Heights interacted with the walls.
@tdhsst
I found Effect > Create Unit > (Basic) Effect: Spawn Owner+ allows me to change ownership of created units, so no triggers needed.
I got it working by just using Effect > Create Unit and ensuring that the spawned "Wall" footprint is the only one with vision blocking.
It appears that if two footprint based units with vision blocking occupy the same cell location, the one owned by the player is the one that gets it's vision blocking applied to that cell. So by setting the owned portion of the wall to have no vision blocking, I ensure the effect spawned neutrally owned portion is the one that sets vision blocking on the cell the wall gets built on.
I was looking at the "Visible To" entries but they are all off by default, with suggests that there needs to be something telling the unit to use them? Otherwise I wouldn't be able to see the spawned "Wall" at all. (Unless Im incorrectly assuming its use)
Ill probably come back to take a look at the "Visible To" entries, but I suspect they are more for determining what players/ teams can or cannot see a unit rather than interacting with a units Sight Radius/ Vision.
Awesome, data is always better way to go than triggers. good job.