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Creating "hideable" areas

07-25-2003, 06:42 PM#1
Hakujin
For my next map I am working on, Space Crusade, I need there to be areas in which units can become unseen in order to ambush. For example, there may be a small grove of trees. When a unit enters that grove of trees, I want it to be unseen/unattackable by units outside the grove. There are two lines of thought I am pursuing on this:

1) give units that enter the grove the "Hide" ability.
Problem - units cannot hide during the day!

2) use LOS blockers to surround the grove
Problem - units cannot move through LOS blockers!

Can anyone think of a solution to either of the two problems? Ideally I'd like to just use LOS blockers (less triggerwork) but an earlier question in this forum (yes I searched!) about moving through LOS blockers had zero replies...

Any help would be greatly appreciated!
07-25-2003, 08:14 PM#2
c0nnick
You could kill em when a unit enters the area, and rvive em if no one is in the area... Ive had the samme preblem before too(Ttrying to make an advance wars map) And I cudnt find away around it..
07-25-2003, 08:25 PM#3
Goobjihn
make it so that upon entering the region(your hiding place or whatever) they get the permanent invisibility ability. It under item abilities i think. A good way to do it would be to give it to them all like a normal ability, but upon map initialization disable it. Then use unit enters/leaves region events to disable/enable it so they dissapear/reappear.
07-25-2003, 09:01 PM#4
theJ89
how about a constant fog-over trigger?
07-25-2003, 09:07 PM#5
Iceybro
I've already answered this question in another thread, here it is

Quote:
Actually, instead of giving every unit you want to go into forest permanent invisiblity, you can use the "Unit - Add Ability" Action in the TFT editor. Just have it give the unit that skill when it enters a forest and then remove the ability when he exits.
07-25-2003, 09:08 PM#6
theJ89
Or if that's not your ball and you have TFT, use the Add trigger to add the Hide ability and Permanant Invisibility ability to entering units, and vice versa for leaving units.
07-25-2003, 11:19 PM#7
Vilex
yep ICYBRO said it correctly
07-26-2003, 05:22 AM#8
Hakujin
Ok. Thanks guys.
07-26-2003, 06:31 AM#9
Hakujin
There is, however, one wrinkle with using that system. I would like units who are in the forests to be able to fight each other, but not able to be attackable from outside the forest. If all uhnits in the forest have permanent invisibility, they cannot attack each other.

Solution - when a unit attacks, remove permanent invisibility

Problem - if all units have perm invisibility, they will never be able to attack each other. Primarily I wanted to use forest areas as cover from heavy weapons but allow close combat.

Solution - use "hide" instead of perm invisibililty. This way units can hide passively but if they move or attack are seen.

Problem - units cannot hide in the daytime!

Is there a workaround so that units can hide during all times of the day? I have a feeling that this is hard coded.
07-26-2003, 06:38 AM#10
Trav
One option would be to make the players treat units in the forest as a neutral so that they would have to manually target them. The forest units would also have evasion to improve their advantage even more.
07-26-2003, 07:26 AM#11
Pesmerga
Be careful not to give the enemy a gem of true seeing so they can't see the trap.