I begin with all regions being revealed but now I want it to be as certain triggers activate, certain revelers will disable and not allow someone to see within the region. HOW!!?!?!?!?
Maybe you figured this our maybe not or maybe there are others wondering how to do this too
Say you want the map to focus on your town or camp at the start of the game, in your triggers preferably your initialization trigger make a create revealer found under Action > Visibility > Create Revealer. And right under that if your going to deal with maybe 3 or more areas, make a set variable(Action > Variable > Set Variable) and set a global revealer variable(Make sure to if this region is your starting area to check it as true) to that region(If your environment is extravagant when your making the regions it will be time consuming if you want it perfect(And if you don't know how to make a region, hit R to open it up and pick either the square or the circle to make one. Once you have place it you can open its properties to add more circle or square objects to shape your region). But if your doing a point check I suggest having your two connecting regions overlap a little and place a point at the edige of the overlap areas.
Now depending on how many regions your going to have create as many boolean global variables to accommodate, Create a new trigger and for event make a Unit Enters/Leaves Point(Event > Unit > Unit Enters/Leaves Point(Depending on how your regions are going to be set, if you want the player to be able to switch regions at any connecting edges then it should be a Unit Enters/Leaves Region, for me I have a checkpoint area set so Point is fine for me and how I will finish explaining how to do this, now if your going to have region checked this trigger will be useful)), and under Actions make a If Then Else(Action > General > If Then Else). Under IF make a And Condition(Condition > And) then under the newly created Conditions make a Comparison Condition. Click the ( and go to the variable radial up top, find your boolean global for that region, leave the == alone and click value 2 and click on the OK to make it a false value. Now under the Then make a new Set Variable and set it to the connecting area the player could go to, make a Set Camera Bounds(Action > Camera > Set Camera Bounds) and pick the region the player is in. New variable global for the area hte player is in and set it to true, make a Enable/Disable Revealer(Action > Visibility > Enable/Disable Revealer) Set it to true if it's not and current region the player is in, last trigger to make for this is a skip remaining actions(Action > General > Skip Remaining Actions). That should be it for checking to see if the player is entering a region or already in one.
Every trigger for your regions will be exactly like this one given the change of variables and regions and/or points, but parts of your regions could show up on the minimap depending how creative you were making your map. If you do have a hub like I do when you reenter that region it will be fully shown on the minimap or as I'm calling it when you enter that region the town map. Forgot to add when your leaving your revealed region make sure to set the visibility trigger to false, it can help with performance by doing so
If this becomes a bit confusing for some to follow I'll upload pics of the steps to make it easier.
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I begin with all regions being revealed but now I want it to be as certain triggers activate, certain revelers will disable and not allow someone to see within the region. HOW!!?!?!?!?
Love, Samdamana
Maybe you figured this our maybe not or maybe there are others wondering how to do this too
Say you want the map to focus on your town or camp at the start of the game, in your triggers preferably your initialization trigger make a create revealer found under Action > Visibility > Create Revealer. And right under that if your going to deal with maybe 3 or more areas, make a set variable(Action > Variable > Set Variable) and set a global revealer variable(Make sure to if this region is your starting area to check it as true) to that region(If your environment is extravagant when your making the regions it will be time consuming if you want it perfect(And if you don't know how to make a region, hit R to open it up and pick either the square or the circle to make one. Once you have place it you can open its properties to add more circle or square objects to shape your region). But if your doing a point check I suggest having your two connecting regions overlap a little and place a point at the edige of the overlap areas.
Now depending on how many regions your going to have create as many boolean global variables to accommodate, Create a new trigger and for event make a Unit Enters/Leaves Point(Event > Unit > Unit Enters/Leaves Point(Depending on how your regions are going to be set, if you want the player to be able to switch regions at any connecting edges then it should be a Unit Enters/Leaves Region, for me I have a checkpoint area set so Point is fine for me and how I will finish explaining how to do this, now if your going to have region checked this trigger will be useful)), and under Actions make a If Then Else(Action > General > If Then Else). Under IF make a And Condition(Condition > And) then under the newly created Conditions make a Comparison Condition. Click the ( and go to the variable radial up top, find your boolean global for that region, leave the == alone and click value 2 and click on the OK to make it a false value. Now under the Then make a new Set Variable and set it to the connecting area the player could go to, make a Set Camera Bounds(Action > Camera > Set Camera Bounds) and pick the region the player is in. New variable global for the area hte player is in and set it to true, make a Enable/Disable Revealer(Action > Visibility > Enable/Disable Revealer) Set it to true if it's not and current region the player is in, last trigger to make for this is a skip remaining actions(Action > General > Skip Remaining Actions). That should be it for checking to see if the player is entering a region or already in one.
Every trigger for your regions will be exactly like this one given the change of variables and regions and/or points, but parts of your regions could show up on the minimap depending how creative you were making your map. If you do have a hub like I do when you reenter that region it will be fully shown on the minimap or as I'm calling it when you enter that region the town map. Forgot to add when your leaving your revealed region make sure to set the visibility trigger to false, it can help with performance by doing so
If this becomes a bit confusing for some to follow I'll upload pics of the steps to make it easier.