CUSTOM SCEN & REVEAL MAP ?
- NeMo-pl
- Novice Member
- Posts: 13
- Joined: Thu Nov 25, 2010 1:49 pm
- Lobby Username: NeMo-pl
- Location: Poland
CUSTOM SCEN & REVEAL MAP ?
I havw question , How to make reveal map on custom multiplayer scenario ?
- lightnessking.
- Nemesis
- Posts: 2050
- Joined: Fri Nov 27, 2009 9:27 pm
Re: CUSTOM SCEN & REVEAL MAP ?
This is integrated in the template you are using, a fix would be by using triggers.
Place a few random units you won't use (such as priests for example.) randomly on the map.
1) Make these priests an object.
2) Make effect: Unit attribute or Class attribute (not sure which one) with Increase LineOfSight and let it increase by 99999%.
3) Make effect: Kill [object=priests]
4) Make trigger:
Looping: Off
Condition: Always True
Effect1: the unit attribute part
Delay: 1 second
Effect2: Kill object.
And if you've placed the priests correctly your map should be fully revealed.
Place a few random units you won't use (such as priests for example.) randomly on the map.
1) Make these priests an object.
2) Make effect: Unit attribute or Class attribute (not sure which one) with Increase LineOfSight and let it increase by 99999%.
3) Make effect: Kill [object=priests]
4) Make trigger:
Looping: Off
Condition: Always True
Effect1: the unit attribute part
Delay: 1 second
Effect2: Kill object.
And if you've placed the priests correctly your map should be fully revealed.
You cannot make another post so soon after your last.
- lightnessking.
- Nemesis
- Posts: 2050
- Joined: Fri Nov 27, 2009 9:27 pm
Re: CUSTOM SCEN & REVEAL MAP ?
full map or parts?
You cannot make another post so soon after your last.
- lightnessking.
- Nemesis
- Posts: 2050
- Joined: Fri Nov 27, 2009 9:27 pm
Re: CUSTOM SCEN & REVEAL MAP ?
unfortunately that's the only way. (Atleast, that I'm aware of.)
You cannot make another post so soon after your last.
- bradleybrand
- Novice Member
- Posts: 17
- Joined: Tue Oct 15, 2019 4:48 am
- Xfire: ogel123
- Lobby Username: bradleybrand
Re: CUSTOM SCEN & REVEAL MAP ?
I could be wrong. I believe when using triggers, the kill command may add +1 to the player's killed units at the end of the game. I would use the remove object effect.
B. Brand
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