Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: P12 Shared Vision
P12 Shared Vision
Jun 7 2008, 5:16 am
By: SolitaryBrood  

Jun 7 2008, 5:16 am SolitaryBrood Post #1



I can't figure out how to get P12 to share vision in SCM Draft 2.

I tried:

(P12)Neutral,

Always,

AI: Shared Vision ON Player 1-6

But that doesn't seem to work, anybody?



None.

Jun 7 2008, 5:22 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

You can't. On top of that, triggers for players 9+ will not run. You'll need to use a computer player (like player 8).



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jun 7 2008, 5:23 am O)FaRTy1billion[MM] Post #3

👻 👾 👽 💪

No.
The shared vision triggers don't work like that anyway. Not to mention that P12 and such can't run triggers.



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Jun 7 2008, 5:25 am SolitaryBrood Post #4



So is there no way I can get an P12 Arbiter that doesn't cloak enemies around it or a P12 Observer that isn't cloaked?



None.

Jun 7 2008, 5:35 am Brontobyte Post #5



Quote from SolitaryBrood
So is there no way I can get an P12 Arbiter that doesn't cloak enemies around it or a P12 Observer that isn't cloaked?

I'm pretty sure that you can't effect the vision adjustments of Player 12. You can however, designate one computer player towards a neutral ownership and then use the Shared Vision Trigger. EX: Computer Player 1 = Neutral

Players you want to see the cloaked unit
-Conditions:
Always
-Actions:
Turn on shared vision for player 1
Preserve trigger



None.

Jun 7 2008, 9:15 am NudeRaider Post #6

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

You cannot make P12's obses or dts uncloaked or otherwise visible without detection unless you use hallucinations. But you can only preplace hallucinated P12 units as you cannot give hallus, which means they will dissipate some time after map start.
To make units affected by arbiter cloaking visible you must give the arbiter to one of P9-11. It will retain its color but count as enemy.




Jun 7 2008, 9:30 am Gigins Post #7



There is no AI script "Turn ON shared vision for P12". If there would be, you should run the trigger for P1.



None.

Jun 7 2008, 1:30 pm Symmetry Post #8

Dungeon Master

Quote from Gigins
There is no AI script "Turn ON shared vision for P12". If there would be, you should run the trigger for P1.

Which reminds me, I was going to make one. Lemme go test.

EDIT: Bleh, it doesn't recognize extended players. So much for that.

Post has been edited 1 time(s), last time on Jun 7 2008, 1:40 pm by Killer_Kow.



:voy: :jaff: :voy: :jaff:

Jun 7 2008, 7:22 pm Falkoner Post #9



Dang, I asked Farty if anyone had tried that before, so I guess it's not possible.. It would be cool to find out exactly what causes them not to attack, even though they are enemies, to actually find out if it's because they don't have vision or what.



None.

Jun 8 2008, 12:28 am Clokr_ Post #10



They will attack in some maps and only in some areas, what makes me think that they lack fog of war buffers, so they overflow and read wrong data as their vision data. So they'll only be able to see and to attack in some places.



?????

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