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Staredit Network -> UMS Assistance -> More Cloaking problems
Report, edit, etc...Posted by concienne on 2005-04-03 at 01:18:31
HAHA, ok, now I can cloak beacons. But, when i try cloaking a civillian, the game crashes. I problably have vision of it, but not in screen view..
Here's my trigger

Always.

Disable doodad state for civillian at location
wait 111
Enable doodad state for civillian at location
wait 111
Enable doodad state for civillian at location
wait 111
Issue order to civillian to move from location to location

What's wrong? is it just a unit thing, because it works on beacons (without move action)
Report, edit, etc...Posted by greenreaper on 2005-04-03 at 01:46:34
Nothing is wrong with your trigger. It's simply crashing the game because a Civilian cannot be cloaked using the disable doodad state method. I checked in DK's Glitches Guide List...and the Civilian wasn't listed there.
Report, edit, etc...Posted by concienne on 2005-04-03 at 01:52:22
Hmmm, OK.. Well, i was under the impression that you could cloak ANY unit..
Wonder where i got that idea, lol "Cloaking Any Unit, By: Yoshi da Sniper"

Also, I suppose thats why i got the error "script doesnt exist" after starcraft crashed, when I tried this method on buildings... crazy.gif

Can you be so kind as to show me where this "DK's list of glitches" is?
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-03 at 03:33:19
Yeah thats a stupid tutorial. You don't even have to enable it twice, I have no idea where people got that idea.

But yeah it doesn't work for all units and most of the ones that it does work for 'like marine' it would crash the game if your viewing the screen.

Also it can't be any unit because you can't order buildings and units like that to move lol.
Report, edit, etc...Posted by concienne on 2005-04-03 at 03:49:03
Ok, so this means that no BUILDINGS can be cloaked?
And, where can i find a list of units that CAN be cloaked?
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-03 at 04:05:31
Uhh, no i didn't say that. Lots of non moble units can be cloaked, your failing to see the logic in my statement.

Also greenreaper didn't say that it all units couldn't be cloaked he said. All units can't be cloaked by disabling them.

Theres some player 161 thing or some crap that Deathknight is know pretty well for. I don't know much about nonstandard cloaking.
Report, edit, etc...Posted by concienne on 2005-04-03 at 04:14:58
Ok, well does anyone know the methhod for cloaking buildings and units that CAN'T be cloaked by disabling them?
Report, edit, etc...Posted by sckor on 2005-04-03 at 07:23:11
btw, bunkers are one of the buildings that can be cloaked.

Ow, and for your other question, there used to be a way to do it under starforge. I think you change a unit id or property into 6768 or something..
It acted like a cloaked arbiter.
Report, edit, etc...Posted by chuiu on 2005-04-03 at 08:08:33
QUOTE(concienne @ Apr 3 2005, 12:52 AM)
Can you be so kind as to show me where this "DK's list of glitches" is?
[right][snapback]179312[/snapback][/right]

Refer to my signature.
Report, edit, etc...Posted by qPirateKing on 2005-04-03 at 12:36:26
QUOTE((u)bolt_head)
Theres some player 161 thing or some crap that Deathknight is know pretty well for. I don't know much about nonstandard cloaking.
Actually, player 161 doesn't work anymore.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-04 at 11:51:20
Thats what i thought, thanks for conferming that. Is there currently a known alternative?
Report, edit, etc...Posted by Snipe on 2005-04-04 at 15:20:44
clocking a civ would be pritty cool dun u think.. pointless but.. cool yawn.gif
Report, edit, etc...Posted by AqoTrooper on 2005-04-04 at 15:42:04
There is a trick I know of... but it's not really *proffesional*, your human enemies (if you have any on the map) will notice the civilian being there and it'll give the civilian's owner over-cliff sight' but the civilian will be cloaked, means it can't be attacked without a detector.

It needs one location for every civilian you want to cloak, and make sure each location is 0.1*0.1 in StarForge.

In this example, 'fcl' is the location for one of the civilians, and 'switch 1' is the switch that determines whenever it's cloaked, set = cloaked, clear = uncloaked.

Trigger 1:
C:
Bring at least 1 Civilian to 'fcl'
A:
Center location labeled: 'fcl' on Civilian owned by Current Player

Trigger 2:
C:
'Switch 1' is Set

A:
Create 22 Arbiter for Player 12 at 'fcl'
Give 1 Arbiter owned by Player 12 at anywhere to Current Player
Remove all arbiter for Player 12
Wait 0 milliseconds
Remove all arbiter for Current Player
Wait 300 milliseconds (don't do more than 300!!! you can do less but it's unneccecary)
Preserve Trigger

It works... and allows you to control when it's cloaked and when not... but eh...
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