# Fill Area Visibility
Grammar — Change visibility for player player to state within area and cliffLevel|Do/Do Not check cliff level
Flags —Native
|Action
Fill the specified region for the specified player with visibility of fogged, masked, hidden or unexplored.
# Arguments
int
— Playerregion
— Areaint
[ preset::FillType ] — Statebool
[ preset::Do_Do_Not_Option ] — Check Cliff Level
Returns — void
native void VisFillArea(
int player,
region area,
int fillType,
bool checkCliffLevel,
);
# Related
Category: Visibility / Basic
- [F] —
void
— Reveal Area — ( VisRevealArea ) - [F] —
void
— Explore/Unexplore Area — ( VisExploreArea ) - [F] —
void
— Fill Area Visibility — ( VisFillArea ) - [F] —
void
— Enable/Disable Visibility — ( VisEnable ) - [F] —
void
— Show/Hide Placement Models — ( libNtve_gf_ShowHidePlacementModels ) - [F] —
fixed
— Get Fog of War Alpha — ( VisGetFoWAlpha ) - [F] —
void
— Set Fog of War Alpha — ( VisSetFoWAlpha ) - [F] —
void
— Reset Fog of War Alpha — ( VisResetFoWAlpha ) - [F] —
bool
— Visibility Is Enabled — ( VisIsEnabled ) - [F] —
bool
— Point Is Visible For Player — ( VisIsVisibleForPlayer )
# Examples
# mods/heroes.stormmod
// L8090
VisFillArea(libStEx_gv_pLAYER_01_USER, RegionEntireMap(), c_fillTypeFogged, false)
// L8090
VisFillArea(libStEx_gv_pLAYER_01_USER, RegionEntireMap(), c_fillTypeFogged, false)
# mods/starcoop/starcoop.sc2mod
// L28514
VisFillArea(libCOMI_gv_cM_ZeratulPlayer, RegionEntireMap(), c_fillTypeMasked, false)