| 07-23-2003, 06:39 PM | #1 |
I've got an underground cavern map that I've finished as part of my campaign. Simply setting the fog of war and black mask on as well as setting the game time to night isn't sufficient for the level of darkness I want. I want to differentiate between night time above ground and total darkness deep underground I want the visibility to be reduced beyond the 'night' sight range of all player-owned units. There doesn't seem to be any alterable unit property that will allow me to change the sight range of units on a map via a trigger method. Making copies of all units with reduced sight range seems unnecessary as well (but I may have to!!). I thought of setting up a circle of line-of-sight blockers on the map and copying them around every unit when the map loads -- but the whole problem with units standing next to other units and LOS blockers overlapping and all that is just a mess... not to mention the trigger has to keep moving the LOS blockers with every player-owned unit as they move. The idea here is to reduce all player-owned unit vision down to a very small radius. One unit will be carrying a lantern who will emit light (or at least have a larger radius of sight (using the lantern icon image which isn't normally accessable as an icon). Man oh man... long post but I hope I've been clear enough. Any and all suggestions and/or comments are appreciated!! -Nicodemus PS Only other option would be to make sure any unit I have on the map has a lantern as an inventory item... but I actually only wanted ONE lantern... otherwise... where's the coolness factor of who gets the lantern? |
| 07-23-2003, 06:48 PM | #2 |
If we can get something working then I can also craft up my AOE "Darkness" spell which will reduce the sight range of a group of units for a period of time. It'd be good on archers, spear men, and mortar teams, etc! -Nicodemus |
| 07-23-2003, 07:40 PM | #3 |
Try this: Create a custom ability based off the Ultravision. Give it a negative value so it reduces vision. Then usign triggers, enable or disable that ability at proper times. (You might need to change a WE preference to allow negative real values, I forget exactly where it is, but im sure you can find it) |
| 07-25-2003, 06:10 AM | #4 |
Tried out the ultravision option. No dice. The ability doesn't contain any parameters that can be altered to affect sight radius. I even exported the NightElfAbilityFunc.txt and NightElfAbilityStrings.txt files to do the editing by hand but there's even less there than in the updated WE. This is all NightElfAbilityFunc.txt contains for Ultravision: // Ultravision [Ault] Requires=Reuv Other than that there's no values or modifiers that are accessible anywhere. Might this be a special game ability that's non-alterable? That being the case does anyone else have any ideas? |
| 07-25-2003, 08:05 PM | #5 |
bump |
