Let's say I have Shared Vision set to On from Player 1 to Player 2. I then turn Player 1's Shared Vision to Off toward Player 2. Player 2 can still see Player 1's buildings and revealed area (although behind fog of war) since Player 2 hasn't "forgotten" it. How can I make it such that Player 2 "forgets" everything that Player 1 was able to see? I thought that "Visibility - Change visibility to Unexplored within (Entire Map)" would work, but it's not working...Player 2 can still see a snapshot of Player 1's buildings from the last time Player 1 had Shared Vision set to On toward Player 2.
Enabling Black Mask visibility doesn't have any effect on remembering where a structure was. In fact it doesn't seem to have any effect at all in my situation. Any other ideas?
That does not do what I need it to do, which is forget building locations. See attached implementation of your suggestion. Type "share" and "hide". I even implemented the necessary Wait .1 seconds that I found needed to take place between Unsharing vision and Unexploring to "forget" fog of war of other player.
That's interesting...would I need to do this for every single structure unit type that I want to hide (which is all of them)? Or is there a more automated way to make this effect all unit structures?
Also, the visibility of players is based on a dropdown menu that can be changed anytime by a player. So whatever buildings are on the map at any given time (could be completely arbitrary), they all need to be covered during runtime via a trigger that is launched after someone changes their selection in the dropdown menu.
Essentially what I need is a function that "forgets/hides all structures on the map for Player X" at an arbitrary time during runtime so that I can then just share vision with another player, thus bringing back only the structures they "know about".
I'm trying to simulate what happens when you're observing a replay and you can select different players to observe. This function "forgets" buildings and I want to have the same effect.
Just messed around with Send Actor Message to Unit and setting Visibility to False actually still doesn't get around this - when I make them visibile again, they show up in the minimap where they were before...darn!
Let's say I have Shared Vision set to On from Player 1 to Player 2. I then turn Player 1's Shared Vision to Off toward Player 2. Player 2 can still see Player 1's buildings and revealed area (although behind fog of war) since Player 2 hasn't "forgotten" it. How can I make it such that Player 2 "forgets" everything that Player 1 was able to see? I thought that "Visibility - Change visibility to Unexplored within (Entire Map)" would work, but it's not working...Player 2 can still see a snapshot of Player 1's buildings from the last time Player 1 had Shared Vision set to On toward Player 2.
@jcraigk: Go
Try changing visibility to Black Mask. I'm not at a PC with Sc2Editor in it so I can't check if it works though :(
@xKenneth: Go
Enabling Black Mask visibility doesn't have any effect on remembering where a structure was. In fact it doesn't seem to have any effect at all in my situation. Any other ideas?
This works for me.
@xKenneth: Go
That does not do what I need it to do, which is forget building locations. See attached implementation of your suggestion. Type "share" and "hide". I even implemented the necessary Wait .1 seconds that I found needed to take place between Unsharing vision and Unexploring to "forget" fog of war of other player.
Any other ideas?
Took me a while, but solved it :D
Data Editor -> Data Type -> Units -> Locate "Nexus" -> UI - Fog Visiblity -> Set to "Hidden"
@xKenneth: Go
That's interesting...would I need to do this for every single structure unit type that I want to hide (which is all of them)? Or is there a more automated way to make this effect all unit structures?
Also, the visibility of players is based on a dropdown menu that can be changed anytime by a player. So whatever buildings are on the map at any given time (could be completely arbitrary), they all need to be covered during runtime via a trigger that is launched after someone changes their selection in the dropdown menu.
Essentially what I need is a function that "forgets/hides all structures on the map for Player X" at an arbitrary time during runtime so that I can then just share vision with another player, thus bringing back only the structures they "know about".
I'm trying to simulate what happens when you're observing a replay and you can select different players to observe. This function "forgets" buildings and I want to have the same effect.
Just messed around with Send Actor Message to Unit and setting Visibility to False actually still doesn't get around this - when I make them visibile again, they show up in the minimap where they were before...darn!
Thanks much!