I've successfully created a behavior that can hide units on the minimap and game screen but then reveal them when an enemy unit comes close enough.
I've called my unit the "Radar Jammer" and works perfectly. It just runs some periodic searches and basically makes the "radar Jammed" units cloaked, buried, and undetectable. Then the hidden behavior runs a periodic search for an incoming enemy unit. Once it finds an enemy unit within range, it disables the hidden behavior until the unit leaves.
Pretty cool. The only problem is the minimap. It's true if you tried to scan for it with a sensor scan it wouldn't show up on the minimap, but if an enemy unit comes close, reveals the hidden units and then dies before the visible effect expires, it shows up on the minimap as being there. If you scanned it again with scanner sweep, it would then show nothing there and the minimap would be updated properly.
Basically I would like my "Radar Jammed Units" on the minimap to operate in a way that would never show them while they have the behavior.
I would use a Minimap Icon or Minimap IconScale actor event action to hide it. Since you are doing this with a behaviour just use a Simple actor to do the modification.
That may hide it on the minimap, but it also needs to be hidden from the players camera.
Sorry, I must have failed to mention I need it hidden on the camera as well. If the fog of war is grey, not black (i.e. you can see the terrain and the previously scouted units) I would not want those previously scouted units to be visible at all or targetable.
This problem really only applies to structures as the game automatically shows you the last revealed structures you saw when the camera rolled through the fog.
I believe the correct method would be a way to change the fog setting on the unit when it has a given behavior from snapshot to hidden.
Look how the colossus tree burner does it. Create your Region (Circle) actor using the behaviour on the caster and set the size to that of your aura. Use a Query Persistent actor event action to you the query.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I've successfully created a behavior that can hide units on the minimap and game screen but then reveal them when an enemy unit comes close enough.
I've called my unit the "Radar Jammer" and works perfectly. It just runs some periodic searches and basically makes the "radar Jammed" units cloaked, buried, and undetectable. Then the hidden behavior runs a periodic search for an incoming enemy unit. Once it finds an enemy unit within range, it disables the hidden behavior until the unit leaves.
Pretty cool. The only problem is the minimap. It's true if you tried to scan for it with a sensor scan it wouldn't show up on the minimap, but if an enemy unit comes close, reveals the hidden units and then dies before the visible effect expires, it shows up on the minimap as being there. If you scanned it again with scanner sweep, it would then show nothing there and the minimap would be updated properly.
Basically I would like my "Radar Jammed Units" on the minimap to operate in a way that would never show them while they have the behavior.
I would use a Minimap Icon or Minimap Icon Scale actor event action to hide it. Since you are doing this with a behaviour just use a Simple actor to do the modification.
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
That may hide it on the minimap, but it also needs to be hidden from the players camera.
Sorry, I must have failed to mention I need it hidden on the camera as well. If the fog of war is grey, not black (i.e. you can see the terrain and the previously scouted units) I would not want those previously scouted units to be visible at all or targetable.
This problem really only applies to structures as the game automatically shows you the last revealed structures you saw when the camera rolled through the fog.
I believe the correct method would be a way to change the fog setting on the unit when it has a given behavior from snapshot to hidden.
Try targeting the _Snapshot alias and just use a Set Filter actor event action.
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
Behavior.RadarJam.on
Create
ActorCreation
SetFilter Target_Snapshot Enemy - SET
Behavior.Radarjam.off
ActorCreation
SetFilter Target_Snapshot Enemy - CLEAR
BehaviorRadarjam.off
Destroy
Doesn't seem to be working for me...
Problem is the snapshot is an actor that is independent of the unit so cannot have a behaviour. Try using a Query Response instead.
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
I've never used a query Response actor before.
Are all the fields essentially going to be the same or is there something else I'm going to need?
Look how the colossus tree burner does it. Create your Region (Circle) actor using the behaviour on the caster and set the size to that of your aura. Use a Query Persistent actor event action to you the query.
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
Cool! Thanks for an example!
Only thank me when it is working.
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