forWhichPlayer player
whichState fogstate

Determines what type of fog the area is being modified to. See fogstate for type explanation.

centerx real

The x-coordinate where the fog modifier begins.

centerY real

The y-coordinate where the fog modifier begins.

radius real

Determines the extent that the fog travels (expanding from the coordinates ( centerx , centery )).

useSharedVision boolean

Apply modifier to target's allied players with shared vision?

afterUnits boolean

Will determine whether or not units in that area will be masked by the fog. If it is set to true and the fogstate is masked, it will hide all the units in the fog modifier's radius and mask the area. If set to false, it will only mask the areas that are not visible to the units.


(v1.32.10) Just by creating a modifier of type FOG_OF_WAR_FOGGED or FOG_OF_WAR_VISIBLE, this will modify the player's global fog state before it is enabled. "VISIBLE" will instantly become "FOGGED" and "FOGGED" will cause unexplored areas to become explored. You can workaround this by using e.g. SetFogStateRect after fog modifier creation.


Creates an object that overrides the fog in a circular radius for a specific player.

A fog modifier is disabled by default, use FogModifierStart to enable.

This creates a new object with a handle and must be removed to avoid leaks: DestroyFogModifier.

return type
Source code
native CreateFogModifierRadius takes player forWhichPlayer, fogstate whichState, real centerx, real centerY, real radius, boolean useSharedVision, boolean afterUnits returns fogmodifier