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Old 08-19-2009, 03:28 PM   #1
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Default Hide units for players?

Is there a posible way to hide units for some players and not to some others?

i.e.: You are player 1 and you have a hero. I want to make your hero hidden for player 2 under certain circumstances (like you are not visible for him), but you should still play with that unit

If that is even possible. Will it desync?
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Old 08-19-2009, 03:32 PM   #2
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You can try adding certain abilities to units, for example the ghost ability. That will make the unit visible only to allied players, and invisible to enemies.
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Old 08-19-2009, 03:36 PM   #3
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Collapse JASS:
if GetLocalPlayer() == playerTheUnitIsInvisTo then
    call SetUnitVertexColor(theUnit, etc.)
endif
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Old 08-19-2009, 04:09 PM   #4
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Changing vertex colour will still show HP bars though. And auto-acquire targets will still happen on seemingly invisible units.

Hiding will probably desynch...
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Old 08-19-2009, 04:22 PM   #5
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perhaps if i detail more what i want to achieve humm...

if a unit is fogged/masked i want enemies not to be able to see them (see mhs) but otherwise i want those units to behave normally. the problem with making them invisible is that they will see themselves transparent, and it might (or might not, i dont know) interfere with other invi abilities. Does ghost make you look transparent?

If a player is able to see the unit (unit is not fogged/masked and is not invisible via normal ways) i would turn the unit completely visible for such player (thats why i thought of hiding them. but i instantly thought of desynces :/)

so far i got my invisible units protected and im trying to make the reveal whole map unsuccessful. The next point is to make units not to be shown above fog of war. So far i have no idea what to do with mini map image and units being shown (but perhaps hiding would help... again... desyncs :()
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Old 08-19-2009, 05:26 PM   #6
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take a look at PandaMines Anti Cheat Engine.
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Old 08-19-2009, 05:43 PM   #7
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Quote:
Originally Posted by fX_
Collapse JASS:
if GetLocalPlayer() == playerTheUnitIsInvisTo then
    call SetUnitVertexColor(theUnit, etc.)
endif

+

AddLocust
removeLocust

and the unit doesn't have bars and is only visible for player X.
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Old 08-19-2009, 06:16 PM   #8
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Quote:
Originally Posted by Deaod
take a look at PandaMines Anti Cheat Engine.


It is useless since long ago. Fog protect, minimap protect, shadow engine and invis protection has been fooled by every mh ive tested them in :/

The only thing i found useful now from his system is Replay detect. It will help me not to break my replays

Quote:
Originally Posted by Anachron
Quote:
Originally Posted by fX_
Collapse JASS:
if GetLocalPlayer() == playerTheUnitIsInvisTo then
    call SetUnitVertexColor(theUnit, etc.)
endif

+
AddLocust
removeLocust

and the unit doesn't have bars and is only visible for player X.

I'll try to do something with this here. If i add and remove locust the bars go off (only shadows are left) still gotta check if the unit is deselected for the owner of the unit (which would be crappy) but i can select it again anyways :P.

OBS: o.O i didn't know that you couldn't add locust ability to a unit via GUI. (i had to add it converting to custom text coz im guier :P)
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Old 08-19-2009, 06:34 PM   #9
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Can you please read my post?
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Old 08-19-2009, 06:46 PM   #10
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i did... but once i add locust to a unit, no matter if later i remove the ability, the unit becomes unselectable and i plan to do this to every unit :S. And enemies are supposed to see healthbars once their are in-sight. This is getting troublesome

EDIT: btw... how can i see if something is desyncing?
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Old 08-19-2009, 07:03 PM   #11
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Quote:
Originally Posted by Darkrider
This is getting troublesome

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Old 08-19-2009, 07:18 PM   #12
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hahaha... yes i know xD...

OT: the only way to test if my idea desynces is testing online?

coz even if i make the unit transparent... you can see it in minimap :/ (seems im kinda stuck here)
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Old 08-19-2009, 07:19 PM   #13
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Quote:
Originally Posted by Darkrider
OT: the only way to test if my idea desynces is testing online?

Far as I know yes.
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Old 08-19-2009, 07:51 PM   #14
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i'll try to test that
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Old 08-19-2009, 07:54 PM   #15
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If you ask me, just make your unit invisible and turn off shared vision between hero players. It's much easier to simulate shared vision than it is to simulate the effect listed in the first post.

EDIT:
Don't bother testing hiding the unit. Because it changes the collisional properties of units, if a unit from a player its hidden to walks over the other unit, the players will experience different game behavior and the game will desync.
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