The idea is to have a unit that reveals the whole map when it casts an ability with the scope filter (so it looks cool ^_^), and then to stop it with another ability. It works fine until the stop ability is issued a second time. Here are the 2 triggers.
Quote:
Activate
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Camera Hack
Actions
Unit - Add Stop Hack to (Casting unit)
Cinematic - Fade out over 0.00 seconds using texture Scope and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Visibility - Enable cam_hack
Visibility - Create an initially Enabled visibility modifier for (Owner of (Casting unit)) emitting Visibility across (Playable map area)
Set cam_hack = (Last created visibility modifier)
Unit - Remove Camera Hack from (Casting unit)
Deactivate
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Stop Hack
Actions
Unit - Add Camera Hack to (Casting unit)
Cinematic - Hide filter
Visibility - Disable cam_hack
Visibility - Create an initially Enabled visibility modifier for (Owner of (Casting unit)) emitting Black mask across (Playable map area)
Unit - Remove Stop Hack from (Casting unit)
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