Posted: Fri Jan 03, 2025 6:25 pm Post subject:
How to have unseen allied units
Subject description: aka allied units that DONT fire at player-controled units
(For single player)
That idea is thus:
House 1 is the player house, and there's a mission where you have a small number of units. You're literally trying to complete the first part of a mission without loosing any of them, as you've no MCV, no way to replace them.
House 2 is an 'allied' house, whose base you're trying to get. they DO have sentries - infantry as well as turrets.
When you get to their base, all of house 2's units and buildings become yours.
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The 'Vanilla' gameplay of the map I'm on with this setup? it's not a 'go over any of these cells to trigger the change', its 'when any of house 2's units be visible, trigger the objective done stuff and change units of house 2 to house 1'.
from what I can tell, because *allied* units share what they see with the player, the setting for house allies cannot have each house linked to the other.
aka
house 1 allies: house 2 (this is fine for player not being able to shoot house 2 units)
house 2 allies: house 1 (oops now at mission start you can see their units triggering the change immediately, which could break something probably.)
however, if you don't have house 2 allies set, suddenly those sentries... can start shooting at my units.
the 'sentries' being Sniper units with... sizeable... range.
What' I'll try after hitting post on this: setting the units to 'harmless' or 'sleep' individually... though I want them able to 'shoot back' at house 3 aka the enemy.
Note, this is a mission from a mod with a kickass sound track, so... QUICK_EDIT
Just did a quick test where house2 ally=house1, house2 sniper unit set to guard, and in map ini settings, allyreveal=no ...
Map doesn't reveal at all, and now I can't even single-click directly on my units, only drag-select. moving them about also doesn't suddenly give sight. QUICK_EDIT
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