Hi all, in the unit settings you can set Fog Visibility. I have some units that I want to see coming so I set this to dimmed, however I don't want long range weapons to fire at dimmed targets.
Anyone know of a way to do this? Unfortunately requiring visibility doesn't seem to work, as a dimmed unit is apparently classed as visible.
I'm not sure how dimmed units work. Would it be possible to check for visibility on the point of the unit instead of checking if the unit itself is visible?
Hmm i don't think it would work either. There might not be a way to do it, as dimmed doesn't seem to be a separate state of visible, its more like a sub-state of visible. I haven't seen anything anywhere to compare a dimmed state either, so I'm probably out of luck :(
Units being attacked by something they can not see directly will still have the revealed vision of the unit, for example being hit by siege tanks up on a ledge.
They can not return fire, even if they are within range, without direct vision of the attacker.
I can not answer your question directly but I recall seeing some things in the data editor that relate to this attacker visibility, I would look into how that is set up.
Yeah I don't think that's it though. What this setting in the Unit does is actually control how they appear in Fog of War all of the time. In dimmed mode you can see them as though there is no fog, however they are just dimmed a bit. It's more like a different visual state of "Visible" only.
Anyhow if there is no way around it I'll just make it a feature instead ;)
You are missing what I'm saying. I am not saying that the Fog Visibility is necessarily correlated, I am saying that the engine does exactly what you are describing SOMEHOW, so look in that area.
If I understood correctly, scmapcredit does not suggest using dimmed units, he just says, that the exact feature you want is present in the editor. It might or might not be related to dimmed units.
If you don't want the unit to be visible in FoW, but the actor, I suggest playing around with the "snapshot" setting (in the fog visibility field). Not sure if this is 100% what you want, should work similar to units attack from uphill or out of visual range, or like buildings you already saw in the FoW.
Hey, thanks. I have played around with that. Snapshot isn't good for moving units, and it only takes a snapshot when you see them with your own units (as opposed to dimmed where you see them all of the time as I want).
Also if you set the unit to hidden, but the actor to something else, the actor value is ignored since the unit has priority.
I can't see a way around it, but it's okay as I made it useful how it works anyway.
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Hi all, in the unit settings you can set Fog Visibility. I have some units that I want to see coming so I set this to dimmed, however I don't want long range weapons to fire at dimmed targets.
Anyone know of a way to do this? Unfortunately requiring visibility doesn't seem to work, as a dimmed unit is apparently classed as visible.
I'm not sure how dimmed units work. Would it be possible to check for visibility on the point of the unit instead of checking if the unit itself is visible?
Hmm i don't think it would work either. There might not be a way to do it, as dimmed doesn't seem to be a separate state of visible, its more like a sub-state of visible. I haven't seen anything anywhere to compare a dimmed state either, so I'm probably out of luck :(
Units being attacked by something they can not see directly will still have the revealed vision of the unit, for example being hit by siege tanks up on a ledge.
They can not return fire, even if they are within range, without direct vision of the attacker.
I can not answer your question directly but I recall seeing some things in the data editor that relate to this attacker visibility, I would look into how that is set up.
Yeah I don't think that's it though. What this setting in the Unit does is actually control how they appear in Fog of War all of the time. In dimmed mode you can see them as though there is no fog, however they are just dimmed a bit. It's more like a different visual state of "Visible" only.
Anyhow if there is no way around it I'll just make it a feature instead ;)
@KratsAU: Go
You are missing what I'm saying. I am not saying that the Fog Visibility is necessarily correlated, I am saying that the engine does exactly what you are describing SOMEHOW, so look in that area.
It has to do with revealers.
Sorry, I really am not following. If the engine treats dimmed the same way it treats visible, how can I distinguish between them?
If I understood correctly, scmapcredit does not suggest using dimmed units, he just says, that the exact feature you want is present in the editor. It might or might not be related to dimmed units.
If you don't want the unit to be visible in FoW, but the actor, I suggest playing around with the "snapshot" setting (in the fog visibility field). Not sure if this is 100% what you want, should work similar to units attack from uphill or out of visual range, or like buildings you already saw in the FoW.
Hey, thanks. I have played around with that. Snapshot isn't good for moving units, and it only takes a snapshot when you see them with your own units (as opposed to dimmed where you see them all of the time as I want).
Also if you set the unit to hidden, but the actor to something else, the actor value is ignored since the unit has priority.
I can't see a way around it, but it's okay as I made it useful how it works anyway.