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>:l Filter Problems

07-04-2004, 10:35 PM#1
pappi.chullo
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)
07-04-2004, 11:06 PM#2
Ninja73
y not just use unit finishes casting ability 2 remove it?
07-04-2004, 11:48 PM#3
th15
Instead of hiding the filter, just fade back in using the same settings you used to fade out.