I'd want an area of my minimap to not show once an area is discovered. I could create a dialog with a black image over the area, but I was wondering if there was a better solution. Any ideas?
Actually, I checked briefly for the "Entire map" preset, but it didn't exist. Of course, you could just cover the entire map with a region and do it anyway. Haven't tried it, but I don't see why it wouldn't be possible.
Actually, I checked briefly for the "Entire map" preset, but it didn't exist. Of course, you could just cover the entire map with a region and do it anyway. Haven't tried it, but I don't see why it wouldn't be possible.
Umm Entire map is not a preset.... Its under functions.
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I checked it out hoping to find a tint or transparency, but I couldn't find anything that was obvious to me on what to change. I'll just have to be crafty and make my own image of the minimap upper corner or something and go with that in a dialog over the minimap. While the corner is in use I'll just make the minimap hidden from the player(s). Thanks for trying guys!
Is this what you are looking for? I have used it successfully to remask the minimap and the playable area.
Events:
Timer - Every 0.1 seconds of Game Time (((This is a Timer - Periodic Event)))
Local Variables - Empty
Conditions - Empty
Actions:
Visibility - Change visibility for player 1 to Unexplored within (Playable map area) and Do Not check cliff level (((This is Player - Explore/Unexplore Area)))
Under Map -> Map Options, the first thing in that window is a setting for unexplored areas. By default, you can pick between Grey Mask, Black Mask, and Black Mask (Reduced Radius). Additionally, you can create new Fog of War data in the data editor, which is pretty simple: pick a color, give it a name, and set hidden state. You probably want to use the default Black Mask setting, though.
EDIT: Specifically, use this in addition to the trigger example given by Berrala and boparooski, which should then set your unexplored areas to a solid black instead of the semitransparent grey.
Sorry for the necro but I wanted something on the same topic and figured it would be easier to post here.
I have set black mask on for my "Unexplored Areas" but I would like the areas that have been explored to stay explored when there is not a unit there. Right now the grey takes over when there is nothing in the recently explored area, but I would like the grey to not appear.
I'll double down on the necro: I am having trouble with "forgetting" the location of buildings. When Player 1 turns off Shared Vision with Player 2, Player 2 can still see a snapshot of all the structures that Player 1 owned before he turned off shared vision. Unexploring and Black Mask seem to have no effect on this. How can I make it such that Player 2 has "forgotten" the locations of buildings?
I think that has something to do with the structures actor, I think you have to go through all the problem actors and change 'fog visibility' to hidden.
I'd want an area of my minimap to not show once an area is discovered. I could create a dialog with a black image over the area, but I was wondering if there was a better solution. Any ideas?
Is this the action you're looking for?
Could you possibly do this to the entire map say .... every 10 seconds..... it would then re-apply the Black Mask to the whole map
Actually, I checked briefly for the "Entire map" preset, but it didn't exist. Of course, you could just cover the entire map with a region and do it anyway. Haven't tried it, but I don't see why it wouldn't be possible.
@Berrala: Go
When I tried using the unexplored option it looked just like a darker grey fog of war instead of a black mask. Any other option?
Umm Entire map is not a preset.... Its under functions.
@DrakenStark: Go
What you want is part of the core engine, I'm not sure its possible.
Does the Fog Of War tab in the Data Editor of any help to you ?
@progammer: Go
I checked it out hoping to find a tint or transparency, but I couldn't find anything that was obvious to me on what to change. I'll just have to be crafty and make my own image of the minimap upper corner or something and go with that in a dialog over the minimap. While the corner is in use I'll just make the minimap hidden from the player(s). Thanks for trying guys!
@DrakenStark: Go
Is this what you are looking for? I have used it successfully to remask the minimap and the playable area.
Events: Timer - Every 0.1 seconds of Game Time (((This is a Timer - Periodic Event)))
Local Variables - Empty
Conditions - Empty
Actions: Visibility - Change visibility for player 1 to Unexplored within (Playable map area) and Do Not check cliff level (((This is Player - Explore/Unexplore Area)))
@rweiand: Go
That only adds a slightly darker fog of war. It does not replace the black mask.
@DrakenStark: Go
Can you not simply disable the minimap entirely? Or is this not a good option?
Events: Game - Map Initialization
Local Variables - Empty
Conditions - Empty
Actions: UI - Hide Minimap Panel for (All Players) (((This is a UI - Show/Hide UI Frame)))
@rweiand: Go
I want a world map for an RPG. Having the minimap is easier than having an image with an icon moving based on player position on the map.
Under Map -> Map Options, the first thing in that window is a setting for unexplored areas. By default, you can pick between Grey Mask, Black Mask, and Black Mask (Reduced Radius). Additionally, you can create new Fog of War data in the data editor, which is pretty simple: pick a color, give it a name, and set hidden state. You probably want to use the default Black Mask setting, though.
EDIT: Specifically, use this in addition to the trigger example given by Berrala and boparooski, which should then set your unexplored areas to a solid black instead of the semitransparent grey.
@Chroyst: Go
Wow, I didn't think the awnser would be outside of the data editor (though it's in the menu...). Thanks for that find of yours!
Sorry for the necro but I wanted something on the same topic and figured it would be easier to post here.
I have set black mask on for my "Unexplored Areas" but I would like the areas that have been explored to stay explored when there is not a unit there. Right now the grey takes over when there is nothing in the recently explored area, but I would like the grey to not appear.
Thanks in advance.
@Virgz: Go
You would have to create revealers where your units are every few seconds. Here's steps on how I would do it:
1: Create a trigger that creates revealers on the players units. Create an event for however often revealers will be created for players units.
2: Now Create an action definition, select "Options: Action" and check the box next to "Create Thread", and make a Parameter for a single revealer.
3: In the action definition create a wait (this will be the amount of time the area is revealed) and then have the revealer destroyed.
4: Add the action definition to the trigger than creates the revealers and use the last created revealer as the input.
This should create a similar effect to what you are asking.
EDIT: Sorry for this necro-post lol
@DrakenStark: Go
I'll double down on the necro: I am having trouble with "forgetting" the location of buildings. When Player 1 turns off Shared Vision with Player 2, Player 2 can still see a snapshot of all the structures that Player 1 owned before he turned off shared vision. Unexploring and Black Mask seem to have no effect on this. How can I make it such that Player 2 has "forgotten" the locations of buildings?
I think that has something to do with the structures actor, I think you have to go through all the problem actors and change 'fog visibility' to hidden.
@Keldrif: Go
Cant his be done at runtime via a trigger? It will be triggered at arbitrary times by individual players. Thanks!
I'm also reviving this old post. i'm looking to make the black mask come back after a unit has moved away. i've used the
Visibility - Change visibility for player 1 to Unexplored within (Playable map area) and Do Not check cliff level
with an event timer to do it every .01 sec.
but it doesn't seem to be working..
i also want to eliminate the relieving of the black mask on all units but a searchlight