GetLocalPlayer was really handy for things like this in Wc3. As far as I can tell, the closest you can get is local unit tinting with actor messages, which sadly doesn't include opacity. It would be very useful if someone found some kind of workaround for this though.
I would say take a look at how the range indicators for units like siege tanks, sensory tower, etc... works. These indicators are shown only for the player that has the unit selected and I'm sure you can use it as a basis for whatever you need to do.
I'm still a newbie around the data editor, but I made a new actor based on the range ring of a tank but I can't seem to put that on the ground (Create Actor at Point). Nothing happens, not even an error. It works if I attach it to a unit, but I don't want that. (I'm assuming this ring would only show up for the player owning the unit though.)
Also tested a bit with the "high-quality-gfx-setting-pylon-power-ring". This works great (Create Actor at Point). The only problem with this is how to show the actor for only one player. I now understand that this was the problem Callex was commenting at (I hadn't figured out how to even place the actor texture yet when I posted the topic).
I finally found an acceptable solution. In the end I had to use cloaking after all since there doesn't seem to exist an actor event (or other workarounds) that could detect different players.
Made a unit with no footprint, unselectable, untargettable, not on radar, etc. and cloaked.
Changed the model to "Invisible", which also removes the cloaking ripple effect seen by others.
Attached a range actor and enabled "Inherited Properties - Cloak Effect".
As far as I can see, range actors doesn't have the ripple effect while cloaked. Unfortunately it doesn't seem to accept tinting or opacity either. Ah well, now it shows up only for the players I want. Time to move forward and find the next impossible hurdle. :-p
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I want to draw a circle on my map. It should be:
...semi-transparent and movable by triggers, but this shouldn't be a problem once I get the first two.
Basically, showing a region to a specific player ingame. But as far as I can figure out, that doesn't seem to be possible.
GetLocalPlayer was really handy for things like this in Wc3. As far as I can tell, the closest you can get is local unit tinting with actor messages, which sadly doesn't include opacity. It would be very useful if someone found some kind of workaround for this though.
I would say take a look at how the range indicators for units like siege tanks, sensory tower, etc... works. These indicators are shown only for the player that has the unit selected and I'm sure you can use it as a basis for whatever you need to do.
I'm still a newbie around the data editor, but I made a new actor based on the range ring of a tank but I can't seem to put that on the ground (Create Actor at Point). Nothing happens, not even an error. It works if I attach it to a unit, but I don't want that. (I'm assuming this ring would only show up for the player owning the unit though.)
Also tested a bit with the "high-quality-gfx-setting-pylon-power-ring". This works great (Create Actor at Point). The only problem with this is how to show the actor for only one player. I now understand that this was the problem Callex was commenting at (I hadn't figured out how to even place the actor texture yet when I posted the topic).
I finally found an acceptable solution. In the end I had to use cloaking after all since there doesn't seem to exist an actor event (or other workarounds) that could detect different players.
Made a unit with no footprint, unselectable, untargettable, not on radar, etc. and cloaked.
Changed the model to "Invisible", which also removes the cloaking ripple effect seen by others.
Attached a range actor and enabled "Inherited Properties - Cloak Effect".
As far as I can see, range actors doesn't have the ripple effect while cloaked. Unfortunately it doesn't seem to accept tinting or opacity either. Ah well, now it shows up only for the players I want. Time to move forward and find the next impossible hurdle. :-p