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Staredit Network -> UMS Assistance -> Cloacked Glowing Beacons
Report, edit, etc...Posted by Tdnfthe1 on 2005-04-02 at 21:51:45
I believe to Make a Beacon Cloacked and just have its' glow effect on the ground, you have to disable doodad state for it. I tried this(with a preserve) and it didn't work. Instead of going trial by error, i figured I'd ask for help here.

Thanks Much if you can help.
Report, edit, etc...Posted by concienne on 2005-04-02 at 22:22:17
I just finished doing this..
Do this for each unit you want cloaked.. you can put them in a list on the same trigger, but all units must do this..

For the player who owns them
ACTION:

Always.

CONDITIONS:

'Disable doodad state' at 'location'
'wait 111 milliseconds'
'Enable doodad status' at 'location'
'wait 111 milliseconds'
'Enable doodad status' at 'location'
'wait 111 milliseconds'
run AI script for 'player who owns them' 'turn shared vision ON'
'wait (about 2000) milliseconds'
run AI script for 'player who owns them' 'turn shared vision OFF'

and that should about do it... although this isn't EXACTLY how they explain it, but this worked just fine for me! cool1.gif

Also remember, if you have the vision of the owner of the beacon that is disabled, or if you have a detector, or shared vision of a player with one, the beacon will appear only cloaked, and not 'just the glowing edges'

Also, don't 'preserve trigger'.. once they are in this state, there is no need for it to keep running the triiger...
Report, edit, etc...Posted by chuiu on 2005-04-02 at 22:47:47
All you have to do is disable the doodad state. Are you sure you placed ONLY 1? Because if you're using an editor like Starforge or X-tra or even SCMD2 you may have accidentally placed 2 and not even noticed because they are stacked.

EDIT: Oh yeah, ugh ... you need a detector of some sort for the player viewing it briefly or the beacon will simply become unclickable.
Report, edit, etc...Posted by concienne on 2005-04-02 at 23:08:31
Well if you are meticulous like me, enabling the doodad status again, and then, sharing vision on/off, allows the beacon to NOT say "Disabled" if you ever are allowed to see it again.. But yaa, that works too, if you want the simplest way! biggrin.gif
Report, edit, etc...Posted by Tdnfthe1 on 2005-04-02 at 23:32:55
QUOTE(chuiu_os @ Apr 2 2005, 09:47 PM)
All you have to do is disable the doodad state.  Are you sure you placed ONLY 1?  Because if you're using an editor like Starforge or X-tra or even SCMD2 you may have accidentally placed 2 and not even noticed because they are stacked.

EDIT:  Oh yeah, ugh ... you need a detector of some sort for the player viewing it briefly or the beacon will simply become unclickable.
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Ok the dude with the Trigger expo, i didnt understand it all, and it didnt work. I even tried switching stuff around in your triggs and it still didnt work. Can someone give me a better explanation?
Report, edit, etc...Posted by LegacyWeapon on 2005-04-02 at 23:37:29
1) Are you sure you only placed one beacon? You could've stacked two and only disabled doodad state one.
2) All you need to do is disable doodad state. But in order to have it fused into the ground you will need to
a. have a detector there to see the beacon
b. share vision with the computer owning the beacon
for a short amount of time.
Report, edit, etc...Posted by concienne on 2005-04-02 at 23:56:37
Like legacy, and chuiu said: "are you sure you only have '1' beacon in that spot?"
It is not complicated once you figure it out...

1) disable the unit
2) wait 111
3) find some way to get vision of that cloaked unit (detector, vision, etc.)
4) wait 111
5) remove the vision of the unit

OR, if you are worried about it saying "Disabled" when you click it:

1) disable the unit
2) wait 111
3) enable the unit
4) wait 111
5) enable the unit
6) wait 111
7) find some way to get vision of that cloaked unit (detector, vision, etc.)
8) wait 111
9) remove the vision of the unit

NOTE: If it is YOUR unit, it will always appear cloaked only... As you have 'vision' to yourself
Report, edit, etc...Posted by Tdnfthe1 on 2005-04-03 at 00:16:47
QUOTE(concienne @ Apr 2 2005, 10:56 PM)
Like legacy, and chuiu said: "are you sure you only have '1' beacon in that spot?"
It is not complicated once you figure it out...
NOTE: If it is YOUR unit, it will always appear cloaked only... As you have 'vision' to yourself
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Ok this is getting frustrating.

1)There was always only 1 beacon
2)Somehow i understood what Legacy is saying but can't figure out if I'm running trigg under correct player and what not.
3)Trigg is running under P6(comp) and the beacon is controled by P6
4)I Still don't understand Concienne's explanation, and it still doesn't work.
5)Is there anything apparent that I am doing wrong?
6)There should be a tutorial on this........
7)Thank you for trying to help concienne.

So we're back to square 1... the beacon seems like it never became cloacked in the first place. and it's defenitely not disabled. And i Used the waits in the order concienne said. I'm just confused as to how to do this.

thanks again if anyone is still willing to help.
Report, edit, etc...Posted by concienne on 2005-04-03 at 00:27:06
I believe that i had a problem, where if I was too quick to turn off vision, it would not make the beacon 'diappear'.. What i did was, made the 'wait' to turn OFF shared vision like '2000 milliseconds'. That way, it ensured that I had full vision of it, and then had no vision of it.

Your best bet is to post the map, so we could look it over, or if you are worried about theft, PM it, or post a dummy map with your triggers...
Report, edit, etc...Posted by LegacyWeapon on 2005-04-03 at 00:34:30
YOU ONLY NEED TO DISABLE DOODAD STATE FOR IT!

Trigger
Conditions:
¤ Always
Actions:
¤ Disable doodad state for Beacon for player at 'location'.


The beacon is disabled if you cannot click it. You will need to have the beacon revealed before it is fused into the ground. To do this, either give vision of the computer to the human player, or create a detector for the player then remove it after 1 ms.
Report, edit, etc...Posted by concienne on 2005-04-03 at 00:38:36
Here is a quick map to show you how I did it..
Go ahead and play it, you will see it disappear right in front of you..
Then open it up in X-tra editor, and look at the trigger. smile.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-04-03 at 00:47:12
Yes here is the example map of the 2 ways I explained.
Report, edit, etc...Posted by concienne on 2005-04-03 at 01:01:21
This one is legacy's again, only it gives you an observer so you can view each beacon after they are cloaked... notice one says "DISABLED", and one does not!
Have a nice Day! smile.gif
Report, edit, etc...Posted by qPirateKing on 2005-04-03 at 01:20:57
Oh Oh! I wanna join in on the action!

The problem with the ways that you two have proposed is that the beacon will show up in the fog of war before the player ever gets near it. If you're making an RPG or something, this is a problem because you have to reveal a part of your map to have a cloaked beacon.

Here's MY version of cloaked beacons:[attachmentid=7288]

You'll see that the beacons do not show up on the minimap before you reach them.
Report, edit, etc...Posted by concienne on 2005-04-03 at 01:27:54
Nice Job!
Isn't it kinda weird how they only show up on the minimap when you AREN'T looking at them?

EDIT: I was just looking over the triggers again, and thats pretty ingenious, i must say (especially with hypers)... although i am confused as to why you gave the beacons to player 1 before giving them to player 3..
Report, edit, etc...Posted by qPirateKing on 2005-04-03 at 03:07:08
It was discussed before in this thread: http://www.staredit.net/index.php?showtopic=8692&hl=

Basically, you don't need to actually SEE the beacon as long as it BELONGS to you.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-03 at 03:41:06
If i recall correctly you DO actually have to SEE the beacon. You don't have to have your screen centered on it or anything but you must have 'detectable vision' with it for a breif amount of time.

Oviously if you own a unit you can detect it. Its the same reason you can see your own cloaked units. Same with shared vision, if a player that owns it has shared vision with you then it will cloak.

I bring this up because the way PirateKing states it it would seem that you could have vision turned OFF for yourself and just give the beacon to you and it would cloak. This is not true, I've tried it before because i didn't want the fog of war over them.

Also i don't think many people know this but ALL players who need to see the beacon cloaked need to have vision with it. You can have the beacon appear cloaked for player 1 and have it appear perfectly normal for player 2 if they do not have shared vision with eachother.
Report, edit, etc...Posted by qPirateKing on 2005-04-03 at 12:33:24
What you're saying is wrong in some parts and correct in others. First of all, my map works. If you played it, you would know -- but obviously you haven't.

This quote is just plain wrong...
QUOTE
PirateKing states it it would seem that you could have vision turned OFF for yourself and just give the beacon to you and it would cloak.
That's not what I'm saying at all. You have arrived at a faulty conclusion as a result of failure to interpret the semantics of my sentence correctly.

Now, where you are correct is that this does not work for multiple players (you didn't explicitly say this, but I'm trying to give you credit here). However, it works for a single player, and you needn't accuse me of being wrong if you haven't even looked at my evidence.
Report, edit, etc...Posted by chuiu on 2005-04-03 at 17:06:19
I would love to see a solution to beacons not showing up at all in fog of war.
Report, edit, etc...Posted by qPirateKing on 2005-04-03 at 20:11:15
There is a solution, but it is highly impractical. I'll post an example map just to show you that it can be done.
Report, edit, etc...Posted by Tdnfthe1 on 2005-04-03 at 20:33:27
QUOTE(qPirateKing @ Apr 3 2005, 06:11 PM)
There is a solution, but it is highly impractical. I'll post an example map just to show you that it can be done.
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Wow qp that is amazing. I havn't checked what triggs are running yet, but i still dont see how you fixed it like that.

Anyway thank you to all who helped me with my problem. I'm having a small issue however, i cloacked terran beacons, and zerg beacons, but somehow i can't cloack a protoss beacon at all. the only thing i altered when doing protoss beacons was i put it on the edge of temple terrain, is there a problem with that?
Thank you for all the help you guys have given me so far

To Chuiu:You SHOULD REALLY make a tutorial on this, even if it is just one concept, it is somewhat complicated on first attempting because you have to understand what the triggs are doing. Thank you all.
Report, edit, etc...Posted by concienne on 2005-04-04 at 03:30:08
Tdnfthe1: My guess is you are doing it right, so, copy the trigger for the terran or zerg beacon, and then just switch it to 'protoss beacon' at 'protoss beacon location'

If you are having problems check these things of the protoss beacon:
1) the location covers atleast the center, if not all, of the protoss beacon.
2) you specified the beacon to be disabled for the CORRECT player.
3) you only have ONE beacon, and not any stacked on top of it accidently.

Hope that helps biggrin.gif
Report, edit, etc...Posted by sckor on 2005-04-04 at 05:28:41
How come you didn't use this method for Deep Blue? sad.gif
Report, edit, etc...Posted by qPirateKing on 2005-04-04 at 18:32:11
Sckor, are you talking about the beacons that don't show up in fog of war? If that's what you mean, then the reason is because doing that removes all preplaced units 3 seconds into the game. Like I said, it's not really practical.
Report, edit, etc...Posted by Tdnfthe1 on 2005-04-04 at 20:23:36
QUOTE(concienne @ Apr 4 2005, 01:30 AM)
Tdnfthe1: My guess is you are doing it right, so, copy the trigger for the terran or zerg beacon, and then just switch it to 'protoss beacon' at 'protoss beacon location'

If you are having problems check these things of the protoss beacon:
1) the location covers atleast the center, if not all, of the protoss beacon.
2) you specified the beacon to be disabled for the CORRECT player.
3) you only have ONE beacon, and not any stacked on top of it accidently.

Hope that helps  biggrin.gif
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1)yes
2)yes
3)always

4) aparently, i can only cloack 1 of the beacons in a certain spot, the others for some reason wont work.... this is very strange to me. I'll try to post a Map of my problem today, might help some1 show me what's wrong.
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