Dissabling Fog of War

A forum for discussing map making ideas and problems for the Myth series.
Post Reply
User avatar
Tireces
Posts: 553
Joined: Mon Jun 14, 2004 1:25 am
Location: (po)Land of Lag
Contact:

Dissabling Fog of War

Post by Tireces »

Hmm is there any way to dissable fog of war and see all enemy and neutral units during game ( just like neutral observer can see everything ) ?

TIA
"As long as a single one of us stands..."
User avatar
Horus
Posts: 504
Joined: Fri Mar 19, 2004 10:07 pm
Location: Scotland

Post by Horus »

You'd have to place enough Invisible Observers to see the whole map.
The Elfoid
Posts: 1014
Joined: Mon May 03, 2004 5:30 am
Location: Devon, England
Contact:

Post by The Elfoid »

Something like that must be scriptable, surely?
TheHelmet
Posts: 160
Joined: Mon Apr 17, 2006 11:37 am
Location: Stockholm

...

Post by TheHelmet »

Or just uncheck the Has limited terrain visibilty box in the mesh file?

I haven't tried this but it might be what you're looking for.. 8)

EDIT: nm, I just realized I had played around with that box, it only makes the entire map visible from start, not the units.
Image
User avatar
Tireces
Posts: 553
Joined: Mon Jun 14, 2004 1:25 am
Location: (po)Land of Lag
Contact:

Post by Tireces »

hehe checked this as first thing before posting 8)
but of course It would be 2 easy ;) If it could work this way I would be stunned and then I would check if I'm still running F&L or some other apps ;) ;)
"As long as a single one of us stands..."
A-Red
Posts: 771
Joined: Fri Jul 23, 2004 8:36 pm

Post by A-Red »

I'm certain the only way to do it is with Observers...which is not complicated at all. There's a spell in Mazz that makes all enemies visible--it probably relies on Observers, but you could ask ChrisP.
Graydon
Posts: 1605
Joined: Sun Mar 21, 2004 5:10 pm

Post by Graydon »

Try giving yourself a monster that doesnt have any visibility limit? Can you do that?
Image
User avatar
Fury IX
Posts: 254
Joined: Thu Oct 19, 2006 7:37 pm

Post by Fury IX »

As far as I know theres only 3 visibility ranges, none, regular, and extended.
User avatar
Tireces
Posts: 553
Joined: Mon Jun 14, 2004 1:25 am
Location: (po)Land of Lag
Contact:

Post by Tireces »

Graydon wrote:Try giving yourself a monster that doesnt have any visibility limit? Can you do that?
No idea how to do :( difficult thing ?
"As long as a single one of us stands..."
User avatar
Khadrelt
Posts: 479
Joined: Tue Aug 29, 2006 2:59 pm
Location: Utah, USA
Contact:

Post by Khadrelt »

It's in Fear, under the Visibility drop-down menu. But Fury is right, there are only 3 choices - None (a blind unit) Nearsighted (units can't see very far) and Farsighted (farther than Nearsighted but still not very far).
The cake is a lie.
User avatar
ChrisP
Posts: 977
Joined: Fri Mar 12, 2004 10:57 pm
Location: Upstate New York

Post by ChrisP »

Four choices actually.

None: 0 world units

Near: 22 world units

Far: 28 world units

Far + extended vision flag: 38 world units

And yeah, as far as I know, the only way to make the whole map visible is placing observer units.
Zeph
Posts: 1019
Joined: Wed Apr 13, 2005 4:57 pm
Location: Montreal

Post by Zeph »

in monster flags you can set a unit to 'not respect visibility' which means it will be seen from anywhere(for example the winch in Into The Breach) So you could set all units on your maps with this flag and then you have visibility of everyone!
Graydon
Posts: 1605
Joined: Sun Mar 21, 2004 5:10 pm

Post by Graydon »

Ah Ha. Yea that's probably the flag I was thinking of. Still not exactly what you want though :(

Set up a bunch of observers with Far and Extended flags set on them. Wont need too many. A submesh is 32x32 world units, and with extended as CP described, you get 38 all the way around the center of the unit. If you placed a unit where 4 submeshes meet in the center, you'd effectively be able to view those 4 submeshes with 1 observer :)

256 pixles to a submesh... you can do the math depending on how large your colourmap is, on how many observers you'll need.
Image
Post Reply