View Full Version : Share vision off
Fedaykin
08-31-2006, 2:28 PM
Hi there,
I have a problem, I want to prevent users to share vision at a map.
I know that there is an AI script to set the share vision to off, the problem is that this is not roking how I want it.
After someone does share vision he shares vision for 1 sec till the trigger I set does share vision set to OFF. So for this 1 sec they do share vision.
Does anyone know how to prevent someone from clicking share vision or making the trigger work faster so the players can click on share vision but nothing will happen?
Triggers I have tested that do not work 100% are i.e.:
precondition:
Always();
actions:
RunAIScript(Turn OFF Shared Vision for Player x);
Preserve Trigger();
Any ideas?
thanks for help
Fedaykin, have you tried hypertriggers (http://www.warboards.org/showthread.php?t=13285)? ;)
And welcome to WB's, btw. I hope that you enjoy your stay long enough to keep coming back... just as I did. :)
Fedaykin
08-31-2006, 4:44 PM
I did not know of hyper check.
After reading about it I am not sure if that would solve my problem, first of all it is a pure human players map so can I still use hyper check, after reading the FAQ I would say no?
Also I am not 100% sure I understand how this works. Some better explanation would be good.
Fedaykin
08-31-2006, 6:41 PM
Triggers I tried, as I said I just have human players at map, no computer at all, no wait triggers for any players at map:
First try:
preconditions:
player1:
switch (255, Set);
actions:
RunAIScript(Turn OFF Shared Vision for Player 5);
RunAIScript(Turn OFF Shared Vision for Player 6);
RunAIScript(Turn OFF Shared Vision for Player 7);
RunAIScript(Turn OFF Shared Vision for Player 8);
SetSwitch(Switch 255, Clear);
Wait(0);
PreserveTrigger();
Comment("No shared vision");
player1:
preconditions:
switch(255,Clear);
actions:
RunAIScript(Turn OFF Shared Vision for Player 2);
RunAIScript(Turn OFF Shared Vision for Player 3);
RunAIScript(Turn OFF Shared Vision for Player 4);
SetSwitch(Switch 255, Set);
Wait(0);
PreserveTrigger();
PreserveTrigger();
Comment("No shared vision");
all players: (because I have the other switches 254-248 for the other players for doing hyper check as about the same as player 1, but with changing players for vision OFF)
precondition:
always();
actions:
SetSwitch(Switch 255, Set);
SetSwitch(Switch 254, Set);
SetSwitch(Switch 253, Set);
SetSwitch(Switch 252, Set);
SetSwitch(Switch 251, Set);
SetSwitch(Switch 250, Set);
SetSwitch(Switch 249, Set);
SetSwitch(Switch 248, Set);
Comment("Hyper check launch");
Second try (not yet tested) :
player5 (and 1-4, 6-8 with again changing players for vision OFF):
precondition:
always();
actions:
RunAIScript(Turn OFF Shared Vision for Player 1);
RunAIScript(Turn OFF Shared Vision for Player 2);
RunAIScript(Turn OFF Shared Vision for Player 3);
RunAIScript(Turn OFF Shared Vision for Player 4);
RunAIScript(Turn OFF Shared Vision for Player 6);
RunAIScript(Turn OFF Shared Vision for Player 7);
RunAIScript(Turn OFF Shared Vision for Player 8);
Wait(0);(x55)
PreserveTrigger();
Comment("No shared vision");
Fedaykin
09-01-2006, 4:22 PM
after I found out how hyper check is beeing done I have to say it is not possible or I am doing something wrong.
I added a AI controlled player to game and gave him hyper check, but still after this nothing changed so I guess it is not working to prevent users from sharing vision for 1 second.
No, no, no. What a big mess you're making. Have the hyper triggers alone. And then try to elaborate a lil' further on the usage of a switch as a condition in one of your vision/unvision triggers. Or even better you could post the map or it's *.trg file so we could spot any hassles for ourselves. ;)
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