# Fill Area Visibility

Grammar — Change visibility for player player to state within area and cliffLevel|Do/Do Not check cliff level
FlagsNative | Action

Fill the specified region for the specified player with visibility of fogged, masked, hidden or unexplored.

# Arguments

Returns — void

native void VisFillArea(
	int player,
	region area,
	int fillType,
	bool checkCliffLevel,
);

Category: Visibility / Basic

# Examples

mods/heroes.stormmodbase.stormmaps/maps/heroes/singleplayermaps/startingexperience/tutorialveteran.stormmap/MapScript.galaxy:8090

    gf_SetPlayableWithLooseCameraBounds(RegionFromId(4));
    VisRevealArea(libStEx_gv_pLAYER_01_USER, RegionCircle(PointFromId(7), 10.0), 5.0, false);
    VisFillArea(libStEx_gv_pLAYER_01_USER, RegionEntireMap(), c_fillTypeFogged, false);
    libNtve_gf_ShareVisionofUnit(libStEx_gv_hERO_FriendlyUther, true, libStEx_gv_pLAYER_01_USER);
    UnitSetState(libStEx_gv_hERO_PlayerUnit, c_unitStateFidget, true);

mods/heroes.stormmod/base.stormmaps/maps/heroes/singleplayermaps/startingexperience/tutorialveteran.stormmapMapScript.galaxy:8090

    gf_SetPlayableWithLooseCameraBounds(RegionFromId(4));
    VisRevealArea(libStEx_gv_pLAYER_01_USER, RegionCircle(PointFromId(7), 10.0), 5.0, false);
    VisFillArea(libStEx_gv_pLAYER_01_USER, RegionEntireMap(), c_fillTypeFogged, false);
    libNtve_gf_ShareVisionofUnit(libStEx_gv_hERO_FriendlyUther, true, libStEx_gv_pLAYER_01_USER);
    UnitSetState(libStEx_gv_hERO_PlayerUnit, c_unitStateFidget, true);

mods/starcoop/starcoop.sc2modbase.sc2data/LibCOMI.galaxy:28522

    TriggerEnable(libCOMI_gt_CM_Zeratul_TransportResetRally, true);
    Wait(0.0625, c_timeGame);
    VisFillArea(libCOMI_gv_cM_ZeratulPlayer, RegionEntireMap(), c_fillTypeMasked, false);
    return true;
}