Determines what type of fog the area is being modified to. See
fogstatefor type explanation.
The location where the fog modifier begins.
Determines the extent that the fog travels (expanding from the location
Apply modifier to target's allied players with shared vision?
Will determine whether or not units in that area will be masked by the fog. If it is set to true and the
fogstateis 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_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.
SetFogStateRectafter 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
This creates a new object with a handle and must be removed to avoid leaks:
- return type
- Source code
native CreateFogModifierRadiusLoc takes player forWhichPlayer, fogstate whichState, location center, real radius, boolean useSharedVision, boolean afterUnits returns fogmodifier