Please see attached map. It creates a structure for player 2 and for player 3 at opposite sides of the map.
chat "vision all" to share vision of both players with you
chat "vision 2" to share only player 2's vision
chat "vision 3" to share only player 3's vision
The problem here is that when you share only a single player's vision, the location of structures is "remembered" by the system, even after first clearing the vision of players and also Unexploring Entire Map. So if you chat "vision all", then "vision 2", player 3's structure still shows up (beneath fog of war and unexplored mask) even though player 2 has no knowledge of that structure.
Could someone please suggest a solution or better yet modify this map so that when you type "vision 2", it accurately represents the fog-of-war structure vision for that player?
This is hiding the units during the process for 1 game frame. So every player might notice that.
I don't know if there is a cleaner way. This just popped into my head and I had to try it out and it works.
Thanks that's an approach that I tried as well, but it does cause considerable "structure flicker" for player 2 and player 3's perspective. If only we could Hide a Unit for a specific Player :(
Thanks, but I don't want structures to be hidden under fog...I want structures to remain visible under fog for those players who have discovered them...just like how a replay works when switching between player views. Please correct me if I'm wrong about how your suggestion would work.
Any other ideas? Seems strange I can't duplicate a simple feature of replay.
Thanks that's an approach that I tried as well, but it does cause considerable "structure flicker" for player 2 and player 3's perspective. If only we could Hide a Unit for a specific Player :(
That seems to work okay, but I still have two problems:
(1) How to hide/show creep for an individual player
(2) How to share visibility of a structure currently under fog of war to another player...using Hide Actor for Player method does not cover this...when you Share Vision, it does not seem to include the snapshot under fog of war that the player had last seen.
another bump ... still haven't been able to figure this one out. Even started investigating the View Menu (SC2 Layout files), which is what provides the vision selection during replays...does exactly what I need but I can't get it to show up.
Anyone have any ideas? This definitely seems like it should be possible.
Please see attached map. It creates a structure for player 2 and for player 3 at opposite sides of the map.
The problem here is that when you share only a single player's vision, the location of structures is "remembered" by the system, even after first clearing the vision of players and also Unexploring Entire Map. So if you chat "vision all", then "vision 2", player 3's structure still shows up (beneath fog of war and unexplored mask) even though player 2 has no knowledge of that structure.
Could someone please suggest a solution or better yet modify this map so that when you type "vision 2", it accurately represents the fog-of-war structure vision for that player?
@jcraigk: Go
bump
I think that remembering structure locations is hardcoded and can't be turned off or avoided. However I might be wrong.
@jcraigk: Go
Under Data->Unit->
UI - Fog Visibility - Change it to hidden.
This is hiding the units during the process for 1 game frame. So every player might notice that.
I don't know if there is a cleaner way. This just popped into my head and I had to try it out and it works.
@Ahli634: Go
Thanks that's an approach that I tried as well, but it does cause considerable "structure flicker" for player 2 and player 3's perspective. If only we could Hide a Unit for a specific Player :(
@rpc190: Go
Thanks, but I don't want structures to be hidden under fog...I want structures to remain visible under fog for those players who have discovered them...just like how a replay works when switching between player views. Please correct me if I'm wrong about how your suggestion would work.
Any other ideas? Seems strange I can't duplicate a simple feature of replay.
bump
Perhaps this?
http://www.sc2mapster.com/forums/resources/tutorials/19371-tutorial-trigger-data-show-hide-destroy-any-given-actor/#posts
You could show a dummy model to hide the flickering. Or you use an invisible base unit and attach model actors for every player.
@Skyburst: Go
That seems to work okay, but I still have two problems:
(1) How to hide/show creep for an individual player
(2) How to share visibility of a structure currently under fog of war to another player...using Hide Actor for Player method does not cover this...when you Share Vision, it does not seem to include the snapshot under fog of war that the player had last seen.
bump
another bump ... still haven't been able to figure this one out. Even started investigating the View Menu (SC2 Layout files), which is what provides the vision selection during replays...does exactly what I need but I can't get it to show up.
Anyone have any ideas? This definitely seems like it should be possible.
Did anyone ever figure this out?