Can anybody think of a way to check if a point is in the fog of war for a player? I am trying to create something where if a player looks at a point on the map, something happens...but only if that point is not in the fog of war.
I'm not sure what you are gonna let happen at that point, but I think people are gonna miss it if you let it happen when they pan over. Usually when you move around the map by scrolling you only look at certain points for a split second. Unless you can make your event happen in that split second, I suggest to make a region that once you walk into it with a unit it triggers the thing you want to happen, that way it's out of the fog of war. Then again, I have no idea what you want to make, but I think people will miss it when they scroll the camera around.
Its just a dialog that gives people information about what they are looking at, they don't need to see it if they are panning by quickly. But I need it not to show up if the point is in the fog of war.
Alright here is the situation: The player has a lot of different activity going on all over the map, and I want to show information on the UI that is specific to what they are looking at. But I don't want that information to show up if what they are looking at is in the fog of war. I have seen the 'is unit visible' option, and it doesn't quite do what I am looking for because I am using points, not units. I could do it using invisible units I suppose, but it seems like such a mickey mouse SC1 editor type solution.
So in other words take closest unit to point X than check if that distance < a units sight range.
I don't see a quick way to grab a units sight radius so you can assume an average, for example a marines is 9.
You could also take each unit and make the sight radius a grab-able copy, such as if you don't plan on making units buildable use their mineral value as that is grab able. So you would look at the units sight radius and change its minerals to 9, have the trigger grab the units mineral cost for range/distance.
Can anybody think of a way to check if a point is in the fog of war for a player? I am trying to create something where if a player looks at a point on the map, something happens...but only if that point is not in the fog of war.
Any thoughts/help is appreciated.
couldnt you just check if that point is visible?
Well thats what I want to do. But I haven't found a function that can do that, do you know of one?
@rtschutter: Go
I'm not sure what you are gonna let happen at that point, but I think people are gonna miss it if you let it happen when they pan over. Usually when you move around the map by scrolling you only look at certain points for a split second. Unless you can make your event happen in that split second, I suggest to make a region that once you walk into it with a unit it triggers the thing you want to happen, that way it's out of the fog of war. Then again, I have no idea what you want to make, but I think people will miss it when they scroll the camera around.
Its just a dialog that gives people information about what they are looking at, they don't need to see it if they are panning by quickly. But I need it not to show up if the point is in the fog of war.
Is there any way you can provide more information on the situation?
There's a condition trigger, ' (X UNIT) is visible to player X == True/False '.
Therefore if a unit is visible you can initiate it.
Also entering a region may be a better way depending on the circumstances.
Alright here is the situation: The player has a lot of different activity going on all over the map, and I want to show information on the UI that is specific to what they are looking at. But I don't want that information to show up if what they are looking at is in the fog of war. I have seen the 'is unit visible' option, and it doesn't quite do what I am looking for because I am using points, not units. I could do it using invisible units I suppose, but it seems like such a mickey mouse SC1 editor type solution.
How about using ' Distance '.
So in other words take closest unit to point X than check if that distance < a units sight range.
I don't see a quick way to grab a units sight radius so you can assume an average, for example a marines is 9.
You could also take each unit and make the sight radius a grab-able copy, such as if you don't plan on making units buildable use their mineral value as that is grab able. So you would look at the units sight radius and change its minerals to 9, have the trigger grab the units mineral cost for range/distance.
That is certainly a creative solution though I still feel there must be something simpler. I may just have to go with using an invisible unit.