# Reset Fog of War Alpha

FlagsNative | Action

Reset a player’s Fog of War transparency level to the default value.

# Arguments

  • int — Player

Returns — void

native void VisResetFoWAlpha(int player);

Category: Visibility / Basic

# Examples

campaigns/voidstory.sc2campaignbase.sc2data/TriggerLibs/VoidCampaignMissionLib.galaxy:573

    }
    else {
        VisResetFoWAlpha(1);
        CameraSetValue(1, c_cameraValueDistance, 34.0, 0.0, -1, 10.0);
        CameraSetValue(1, c_cameraValuePitch, 56.0, 0.0, -1, 10.0);

campaigns/voidstory.sc2campaignbase.sc2data/TriggerLibs/VoidCampaignMissionLib.galaxy:749

    lv_incrementFrequency = 0.05;
    lv_currentAlpha = VisGetFoWAlpha(1);
    VisResetFoWAlpha(1);
    lv_targetAlpha = VisGetFoWAlpha(1);
    lv_increments = AbsI(FixedToInt((lp_duration / lv_incrementFrequency)));

campaigns/voidstory.sc2campaignbase.sc2data/TriggerLibs/VoidCampaignMissionLib.galaxy:760

        VisSetFoWAlpha(1, lv_currentAlpha);
    }
    VisResetFoWAlpha(1);
    return true;
}

mods/starcoop/starcoop.sc2modbase.sc2data/LibCOMI.galaxy:7065

    CameraSetData(PlayerGroupSingle(lp_player), "Dflt");
    if ((libCOMI_gv_cM_SoAExitInstantly == true)) {
        VisResetFoWAlpha(lp_player);
        libCOUI_gf_PU_TargetingUI_EnterTargetingMode(false, true, lp_player);
    }

mods/starcoop/starcoop.sc2modbase.sc2data/LibCOMI.galaxy:7202

    lv_incrementFrequency = 0.05;
    lv_currentAlpha = VisGetFoWAlpha(lp_player);
    VisResetFoWAlpha(lp_player);
    lv_targetAlpha = VisGetFoWAlpha(lp_player);
    lv_increments = AbsI(FixedToInt((lp_duration / lv_incrementFrequency)));

mods/starcoop/starcoop.sc2modbase.sc2data/LibCOMI.galaxy:7213

        VisSetFoWAlpha(lp_player, lv_currentAlpha);
    }
    VisResetFoWAlpha(lp_player);
    return true;
}

mods/starcoop/starcoop.sc2modbase.sc2data/LibCOMU.galaxy:8584

        lv_indexPlayer = PlayerGroupNextPlayer(auto6867D473_g, lv_indexPlayer);
        if (lv_indexPlayer < 0) { break; }
        VisResetFoWAlpha(lv_indexPlayer);
    }
    auto82E302F0_g = PlayerGroupAll();