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Increased sight for hero arena/survival map

12-02-2008, 01:00 AM#1
xtacb
So i tried the goblin scope to increase sight for my hero arena/survival type map but that didn't work.

Then I thought of using dummy units that mortar flare the location of your hero every second, which works great, I can control how large the sight is for each players hero. However, each hero can see up cliffs now because the flare lights up everything (normally high ground units can see the units on the lower area but not vice versa, and so gives the high ground units an advantage etc)

Is there a way to maintain the higher cliff level difference sight blocking if I stick with the "constant flare to increase sight range method"?

Or maybe there is another way to increase the sight range of units without the overhead "flare" that would still allow the cliff sight advantage?
12-02-2008, 02:24 AM#2
Anopob
Well you use dummies already to cast mortar flare, why not just use dummies themselves (as in place a unit that is under the player's control but unable to physically move and click and only can see).
12-02-2008, 02:52 AM#3
xtacb
this is what im using right now, the "flare" from the invisible non model dummy unit follows the hero, and i can control how large the flare is (sight for the hero)

Trigger:
Time - Every 0.50 seconds of game time
Trigger:
Unit - Order Flyingsheepflare 0062 <gen> to Human Mortar Team - Flare ((Position of playerunit[1]) offset by 1400.00 towards (Facing of playerunit[1]) degrees)

if instead use a dummy unit, the max sight for that dummy unit will be the same at 1800 distance, and if i used constantly ordered 1 dummy unit around in front, it would seem like a straight line sight. i guess its possible to every 50 secs order 1 dummy unit in front, another on the left, and a third on the right, to move as the hero moves, but wont that cause some lag (12 players, each with their own hero, would require 36 dummy units, ordered around constantly at a specific angle to each hero)
12-02-2008, 06:49 AM#4
Chocobo
no, it should not lag for that small amount of calls/effects
12-02-2008, 05:58 PM#5
xtacb
i just tried the dummy unit ordered in front like a "car headlight" to provide the farther vision method, it also runs into the "being able to see up ramps where the hero shouldn't be able to see problem"

if you stop the hero in front of a ramp, (ground level 1), the "car headlight dummy unit" walks up the ramp and the hero sees up on (ground level 2) where it shouldn't be able to see.
12-02-2008, 06:30 PM#6
Monstah
I think you can edit a unit's sight radius in object editor, can't you? Or are you trying to make it dynamic?
12-02-2008, 08:12 PM#7
Anopob
Couldn't you detect the height of the dummy, or to make it non-flying (so it can't go up walls)?