Currently, in my micro-testing map, the map is revealed for both players at the onset of the game. The purpose of this is so that Players can see each others compositions and locations, so that they don't waste time trying to find each other, and so that they can see if there were any potential mistakes. The map, though set as a competitive one, is intended, rather, to be cooperative. You grab a friend and use the map to practice composing armies which counter common things you might see opponents do, and to practice micro tactics.
However, there are drawbacks to the map being revealed. Siege tanks, for instance, become a bit more powerful than they actually are. Thus, it makes it difficult to practice strategies in which they try to improve the effectiveness of their siege tanks by extending sight. Additionally, terrain advantages are gone, as height does not provide a lack of sight to the ground below.
Thus, it seems to me that the best option at my disposal is to make it so that players can toggle the fog of war. They can discuss whether or not they might need it for something and turn it on if they do, and, when they're done, they should be able to turn it back off.
Now, I haven't made any buttons before, but I'm sure it will be simple enough to make some sort of button or icon that players can click to toggle. The concept feels simple enough too. Two triggers, each firing upon the event of a button being clicked, a condition checking for a specific button, etc...
the problem comes with the action. I know how to reveal the map, but I don't know how to hide it again. Currently I use the "Reveal Area" action to reveal the entire map, and I use the game duration for the length so that it is up indefinitely. What will I need to change so that the map can be hidden in the fog of war? Your advice will be terribly helpful in making this map more successful.
Also, if you know of a better way to provide the toggle than the basic outline which has made itself evident to me, I'd be happy to hear it. For now though, the two triggers with button UI elements to control them seems the best option I can think of.
Create a variable of type "Revealer", and set it to "Last Created Revealer" after you reveal the map. Use "Enable/Disable Revealer" thereafter. That should be all the info you need :)
Will I need 1 for each player? Since they're both on separate revealers? I wasn't sure how revealers worked, and if what I created was technically one, but it seems to make sense. I'll use that knowledge to make it, ....after I find a tutorial on buttons ;)
That depends entirely on whether you want them to share the on/off ability or not. If they do share, a reveal for all players would count as a single revealer. If you made two different revealers, each set to the specific player, you should make two variables and would be able to enable or disable them individually.
And it can do this while they remain enemies? I intend for the players to be able to fight each other as hostile enemies, so I can't have them be "technically" allied, though it sounds as though possibly I can just share their vision?
Edit: Answered my own question, "Enemy with Shared Vision"
So, I set it to share vision, then used the "Reveal Area" set to the "Entire Map" and "Game Duration". Then I went through the process of creating a dialog item and a button, as those are the only buttons I know how to make and I couldn't think of anything smaller.
The buttons themselves work, as, when you click on them, they toggle. One is hidden and one is shown. There's two triggers with the event "Dialog Item Used", each checking for a condition that matches one of the buttons. If it matches the Fog of War button, it hides it and shows the "Hide Fog of War" button instead and vice versa. In addition, I have the action "Disable Revealer" (Revealer is the name of the Revealer variable I have set to "Last Created Revealer" immediately following the "Reveal Area" action). It's set to "Enable Revealer" on the Hide Fog of War button.
The buttons themselves toggle fine, but the Fog of War does not show up when I hit the "Show Fog of War" button, which should disable the Revealer as per the actions. Any idea why it might not?
Edit: Figured it out, Reveal Area is not a revealer, needed to use Create Revealer. Thanks all.
Currently, in my micro-testing map, the map is revealed for both players at the onset of the game. The purpose of this is so that Players can see each others compositions and locations, so that they don't waste time trying to find each other, and so that they can see if there were any potential mistakes. The map, though set as a competitive one, is intended, rather, to be cooperative. You grab a friend and use the map to practice composing armies which counter common things you might see opponents do, and to practice micro tactics.
However, there are drawbacks to the map being revealed. Siege tanks, for instance, become a bit more powerful than they actually are. Thus, it makes it difficult to practice strategies in which they try to improve the effectiveness of their siege tanks by extending sight. Additionally, terrain advantages are gone, as height does not provide a lack of sight to the ground below.
Thus, it seems to me that the best option at my disposal is to make it so that players can toggle the fog of war. They can discuss whether or not they might need it for something and turn it on if they do, and, when they're done, they should be able to turn it back off.
Now, I haven't made any buttons before, but I'm sure it will be simple enough to make some sort of button or icon that players can click to toggle. The concept feels simple enough too. Two triggers, each firing upon the event of a button being clicked, a condition checking for a specific button, etc...
the problem comes with the action. I know how to reveal the map, but I don't know how to hide it again. Currently I use the "Reveal Area" action to reveal the entire map, and I use the game duration for the length so that it is up indefinitely. What will I need to change so that the map can be hidden in the fog of war? Your advice will be terribly helpful in making this map more successful.
Also, if you know of a better way to provide the toggle than the basic outline which has made itself evident to me, I'd be happy to hear it. For now though, the two triggers with button UI elements to control them seems the best option I can think of.
Create a variable of type "Revealer", and set it to "Last Created Revealer" after you reveal the map. Use "Enable/Disable Revealer" thereafter. That should be all the info you need :)
Will I need 1 for each player? Since they're both on separate revealers? I wasn't sure how revealers worked, and if what I created was technically one, but it seems to make sense. I'll use that knowledge to make it, ....after I find a tutorial on buttons ;)
Well you only need one revealer if you also set the trigger to turn on/off shared vision between the players
@Chamenas: Go
That depends entirely on whether you want them to share the on/off ability or not. If they do share, a reveal for all players would count as a single revealer. If you made two different revealers, each set to the specific player, you should make two variables and would be able to enable or disable them individually.
Thanks guys, this helps quite a bit.
How do I do this shared vision between players?
@Chamenas: Go
There's a trigger action that's called "Set Alliance" it controls vision as well.
And it can do this while they remain enemies? I intend for the players to be able to fight each other as hostile enemies, so I can't have them be "technically" allied, though it sounds as though possibly I can just share their vision?
Edit: Answered my own question, "Enemy with Shared Vision"
thanks!
Hmm, update.
So, I set it to share vision, then used the "Reveal Area" set to the "Entire Map" and "Game Duration". Then I went through the process of creating a dialog item and a button, as those are the only buttons I know how to make and I couldn't think of anything smaller.
The buttons themselves work, as, when you click on them, they toggle. One is hidden and one is shown. There's two triggers with the event "Dialog Item Used", each checking for a condition that matches one of the buttons. If it matches the Fog of War button, it hides it and shows the "Hide Fog of War" button instead and vice versa. In addition, I have the action "Disable Revealer" (Revealer is the name of the Revealer variable I have set to "Last Created Revealer" immediately following the "Reveal Area" action). It's set to "Enable Revealer" on the Hide Fog of War button.
The buttons themselves toggle fine, but the Fog of War does not show up when I hit the "Show Fog of War" button, which should disable the Revealer as per the actions. Any idea why it might not?
Edit: Figured it out, Reveal Area is not a revealer, needed to use Create Revealer. Thanks all.