Is there a way to disable Fog of war permanently?


Fog of war
Started By Z_mann, Nov 20 2007 20:50
3 replies to this topic
#2
Posted 20 November 2007 - 21:27
You can give the command centre and other buildings a ludicrously large sight range, that will cover even the largest of maps.

#3
Posted 21 November 2007 - 04:35
I'm not entirely sure about this but it might be possible to include the Zero Hour WB script "The world is revealed permanently for <Local Player> " to SkirmishScripts.scb and MultiplayerScripts.scb.
Though I personally think that maps without Fog of War are pretty boring and they'd be better suited for testing purposes.
Though I personally think that maps without Fog of War are pretty boring and they'd be better suited for testing purposes.
Edited by Teukka, 21 November 2007 - 04:35.
#4
Posted 24 November 2007 - 06:32
Quote
GameData
Wireframe = No
StateMachineDebug = No
UseCameraConstraints = Yes
ShroudOn = No
FogOfWarOn = No
ShowCollisionExtents = No
DebugProjectileTileWidth = 5 ; Tile used with the debug key to see bezier arcs on projectiles.
DebugProjectileTileDuration = 90
DebugProjectileTileColor = R:0 G:0 B:100
DebugVisibilityTileCount = 64 ; How many visibility tiles should we use to approximate a circle?
DebugVisibilityTileWidth = 10.0 ; What's the width of the visibility tiles
DebugVisibilityTileDuration = 90 ; How long (in frames) should visibility tiles remain visible
DebugVisibilityTileTargettableColor = R:50 G:0 B:0 ; Color that the targettable tiles use
DebugVisibilityTileDeshroudColor = R:100 G:100 B:100 ; Color that the deshrouding tiles use
DebugVisibilityTileGapColor = R:0 G:0 B:0 ; Color that the gap tiles use
DebugThreatMapTileDuration = 30 ; How many frames should the tile redraw.
MaxDebugThreatMapValue = 5000 ; Any tile that has >= this value will show full red.
DebugCashValueMapTileDuration = 30 ; How many frames should the tile redraw.
MaxDebugCashValueMapValue = 10000 ; Any tile that has >= this value will show full green.
VTune = No
End
Wireframe = No
StateMachineDebug = No
UseCameraConstraints = Yes
ShroudOn = No
FogOfWarOn = No
ShowCollisionExtents = No
DebugProjectileTileWidth = 5 ; Tile used with the debug key to see bezier arcs on projectiles.
DebugProjectileTileDuration = 90
DebugProjectileTileColor = R:0 G:0 B:100
DebugVisibilityTileCount = 64 ; How many visibility tiles should we use to approximate a circle?
DebugVisibilityTileWidth = 10.0 ; What's the width of the visibility tiles
DebugVisibilityTileDuration = 90 ; How long (in frames) should visibility tiles remain visible
DebugVisibilityTileTargettableColor = R:50 G:0 B:0 ; Color that the targettable tiles use
DebugVisibilityTileDeshroudColor = R:100 G:100 B:100 ; Color that the deshrouding tiles use
DebugVisibilityTileGapColor = R:0 G:0 B:0 ; Color that the gap tiles use
DebugThreatMapTileDuration = 30 ; How many frames should the tile redraw.
MaxDebugThreatMapValue = 5000 ; Any tile that has >= this value will show full red.
DebugCashValueMapTileDuration = 30 ; How many frames should the tile redraw.
MaxDebugCashValueMapValue = 10000 ; Any tile that has >= this value will show full green.
VTune = No
End
Edited by Nem, 24 November 2007 - 06:33.
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