| 08-10-2010, 04:35 PM | #1 |
I've tried just about everything I know how to do on the editor to give a structure a self-cast invisibility, Nothing seems to work... I'm stumped. Has anyone done this before / Have a tested and working trigger for it? Thanks |
| 08-12-2010, 11:48 AM | #2 |
If neither permanent invisibility nor the invisibility ability of the sorceress don't work with buildings (after you fix the targets allowed and techtree requirements), then they are probably hardcoded; in that case, there is no other method that I know of which could make buildings invisible. |
| 08-12-2010, 12:46 PM | #3 |
they invisible, but not alphed. check before post. |
| 08-12-2010, 03:14 PM | #4 | |
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| 08-12-2010, 11:18 PM | #5 |
You could locally change the alpha of it to make it look transparent to people that can see it. |
| 08-13-2010, 06:11 AM | #6 | |
Quote:
Ooooh ok i see it now, hmm how would i go about doing that? |
| 08-14-2010, 12:06 AM | #7 |
JASS:if GetLocalPlayer() == whichplayer then call SetUnitVertexColor(unit, 255, 255, 255, 0.) endif |
| 08-14-2010, 03:57 AM | #8 |
Actually, you probably wouldn't want to do it locally, incase someone who it's invisible to casts Far Sight or something similar. So yeah, just use call SetUnitVertexColor(unit, 255, 255, 255, 100.) or Trigger: Animation - Change No unit's vertex coloring to (100.00%, 100.00%, 100.00%) with 40.00% transparencyYou might need to play around with the alpha (transparency) value until you find something that looks right. |
| 08-14-2010, 04:38 PM | #9 |
JASS:native SetUnitVertexColor takes unit whichUnit, integer red, integer green, integer blue, integer alpha returns nothing |
| 08-15-2010, 12:14 AM | #10 |
it wont change vexter coloring. only way to make buildings be units. |
| 08-15-2010, 12:32 AM | #11 |
Thanks guys! That did the trick. |
| 08-15-2010, 10:24 AM | #12 |
Thanks, I didn't know that. I'll implement this in the cloaking field in Solar Conquest for the next version as players cannot see if buildings is invisible. |
