| 02-03-2009, 06:12 AM | #1 |
Does anyone know what event this fires? I tried hiding a unit via ShowUnit native but it seems that it doesn't work. Thanks for any help. |
| 02-03-2009, 07:42 AM | #2 |
never saw map using this. (i take anything i like from maps, but looks like no map uses this, just like unsafe variable event) also there is reverse detected event. |
| 02-03-2009, 03:11 PM | #3 |
Maybe this is an unimplemented code? |
| 02-03-2009, 06:53 PM | #4 |
Maybe its for when a specific unit becomes invisible? |
| 02-03-2009, 08:28 PM | #5 |
I tried it on Blademaster's windwalk and it doesn't fire. |
| 02-03-2009, 08:41 PM | #6 |
Tried Shadowmeld? |
| 02-03-2009, 09:01 PM | #7 |
I've tried both. Neither fires. EDIT: In response to Valdez, common.j has constants EVENT_PLAYER_UNIT_HIDDEN and EVENT_UNIT_HIDDEN; it can be either a specific unit or not. |
| 02-03-2009, 11:52 PM | #8 |
I just did a fuck ton of tests, couldn't get anything either. |
| 02-04-2009, 01:57 AM | #9 |
Take a look at the part in which it is declared: JASS:
constant playerunitevent EVENT_PLAYER_UNIT_ATTACKED = ConvertPlayerUnitEvent(18)
constant playerunitevent EVENT_PLAYER_UNIT_RESCUED = ConvertPlayerUnitEvent(19)
constant playerunitevent EVENT_PLAYER_UNIT_DEATH = ConvertPlayerUnitEvent(20)
constant playerunitevent EVENT_PLAYER_UNIT_DECAY = ConvertPlayerUnitEvent(21)
constant playerunitevent EVENT_PLAYER_UNIT_DETECTED = ConvertPlayerUnitEvent(22)
constant playerunitevent EVENT_PLAYER_UNIT_HIDDEN = ConvertPlayerUnitEvent(23)
constant playerunitevent EVENT_PLAYER_UNIT_SELECTED = ConvertPlayerUnitEvent(24)
constant playerunitevent EVENT_PLAYER_UNIT_DESELECTED = ConvertPlayerUnitEvent(25)
Edit: If this was left over code, there would be a comment about such thing. Like //for compat or something. |
| 02-04-2009, 09:12 AM | #10 |
Unit can be detected by other units, neutral creeps may be. Also there is Expansion event, soo it can be used for burrowed units. as i said: there is no maps using this event. |
| 02-04-2009, 01:55 PM | #11 |
I tested burrowing, invisibility, shadowmeld, wind walk, entering transport cargo, locust, and hiding units with triggers. I didn't test gold mines, or entering the fog of war with 0 sight range. |
| 02-04-2009, 06:50 PM | #12 |
Well given Vexs post I would say maybe it has to do something with the Magic Sentry ability being able to detect invisible units but I could be wrong. IE: A tower sees an Invis unit but does not attack it thus breaking its invisibility and so if the invisible unit moves away maybe that would count as becoming hidden again?? |
| 02-05-2009, 06:16 AM | #13 |
I tested magic sentry. It doesn't fire HIDDEN or DETECTED with an enemy invis unit moving in and out of it's range. |
| 02-05-2009, 07:03 AM | #14 |
According to pyrogasm, the event is fired when you use the function call HideUnit(MyUnit, true)
cbf testing it now, but it would make sense |
| 02-05-2009, 07:09 AM | #15 | |
Quote:
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