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Staredit Network -> UMS Assistance -> Cloaked Units
Report, edit, etc...Posted by Staredit.Net Essence on 2005-05-08 at 22:25:14
How Can I Make A Players units all cloaked without a arbiter cloaking them and after the unit dies and respawns it is cloaked again.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-08 at 22:55:15
This is how:
Read the tutorials!!
Report, edit, etc...Posted by -BW-Map_God on 2005-05-08 at 23:22:33
Or use that trigger viewer thing and figure it out viewing the triggers someone used to make them cloaked that way. (If you can't understand the made for newbs tutorials on SEN for some reason wink.gif )
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-08 at 23:25:52

null
Trigger
Conditions:
¤ Whatever.
Actions:
¤ Give to player (Computer)
¤ move unit for computer to location (wherever)
¤ disable doodad state
¤ wait 111
¤ enable doodad state
¤ wait 111
¤ enable doodad state
¤ order any unit at (location it is) to (location it is)
¤ wait 111
¤ move unit for (computer) to (back in ur vision)
¤ give to (human players)

NOTE: lots of thingies crashes.
Report, edit, etc...Posted by sckor on 2005-05-09 at 07:10:02
or, you can use units with the unit property 6178 or something.

Note; this is fixed for a patch in 1.12, so it doesn't work now.
Report, edit, etc...Posted by Deathknight on 2005-05-09 at 15:32:23
Patch 1.12 did not fix any "game bugs".

Checking the "cloaked" box does not cloak a Terran Marine in any Starcraft patch.


Spartan., ignore the above posts.

Tell me what you want to cloak, and I'll tell you how to cloak it, or tell you if it can't be cloaked. The tutorial and Farty's post doesn't tell you anything because using those methods won't give you a cloaked barracks, it will give you a crash.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-09 at 17:28:19
I would post a list, but is incomplete. (I testing every unit in every tileset)

Most people say Dark Archon and other spell casters cannot be cloaked, I can cloak them in Badlands tongue.gif
Report, edit, etc...Posted by Oo.Deamon.oO on 2005-05-09 at 17:34:18
I found a good way. When you freeze units, the player must have vision of it freezing. Without vision, you can do arbiters and they go invisible, and any units, even sieged siege tanks, will blink cloaked.

Here is the tutorial I made. http://www.staredit.net/index.php?tutorial=190
Report, edit, etc...Posted by Ultimo on 2005-05-09 at 17:49:45
Wow, asking for credit on a concept. I don't think they'll be able to move after you do your so called 'trick.'
Report, edit, etc...Posted by Oo.Deamon.oO on 2005-05-09 at 20:01:40
QUOTE
I don't think they'll be able to move after you do your so called 'trick.'


What? Yes, they will.
Report, edit, etc...Posted by LegacyWeapon on 2005-05-09 at 20:45:53
What the hell? How can you people see that...

Wow I'm going to tell IP about it tongue.gif
I haven't approved them yet.
Report, edit, etc...Posted by chuiu on 2005-05-09 at 21:02:25
Only you, the person who made it, and staff/admins can see it untill it is approved.
Report, edit, etc...Posted by LegacyWeapon on 2005-05-09 at 22:38:39
QUOTE(Ultimo @ May 9 2005, 05:49 PM)
Wow, asking for credit on a concept. I don't think they'll be able to move after you do your so called 'trick.'
[right][snapback]204279[/snapback][/right]
What's this mean then? I hadn't approved of it...
Report, edit, etc...Posted by chuiu on 2005-05-09 at 23:09:54
Note when they posted and when the post was edited.
Report, edit, etc...Posted by RexyRex on 2005-05-10 at 07:06:55
"Tutorial link was either wrong or the tutorial got deleted sad.gif."
Report, edit, etc...Posted by LegacyWeapon on 2005-05-10 at 16:07:50
QUOTE(Chui_Yu_2707 @ May 9 2005, 11:09 PM)
Note when they posted and when the post was edited.
[right][snapback]204622[/snapback][/right]
Note I never approved it.

ADDITION:
QUOTE(RexyRex @ May 10 2005, 07:06 AM)
"Tutorial link was either wrong or the tutorial got deleted sad.gif."
[right][snapback]204830[/snapback][/right]
Integrated into this tutorial: http://www.staredit.net/index.php?tutorial=32
Report, edit, etc...Posted by Deathknight on 2005-05-10 at 20:05:26
Just so you know he wants the units to move after.

QUOTE(Spartan.)
I Want to cloak all the units in my bound which are a zergling, vulture, hydralisk, ultralisk, zealot, probe, and SCV.

1. See below for stable method of cloaking a Zergling.
2. Vultures can not be cloaked using any stable methods.
3. See below for stable method of cloaking a Hydralisk.
4. The only way I know to cloak an Ultralisk is to morph it from a cloaked larva(if you're willing to do that).
5. Zealots can not be cloaked using any stable methods.
6. Probes can not be cloaked using any stable methods.
7. See below for stable method of cloaking an SCV.

Ok. First, get 3 parts in the map, the first two having no vision at all. The first part should be 2x4 tiles in size, the second and third should be 2x2 tiles in size. Make a location over every 2x2 spot in those three areas(four locations, the first 2 placed in the 2x4 area, the third in the next area with no vision, the fourth in the last area). Place a missile turret for each player around the third area(not giving any vision to the first two areas). Next, make your triggers.


Trigger
Description:
This is the first Trigger.
You will copy this for each unit, using a different unused unit as a death condition each time for each unit.
This allows for "calling" upon a "cloak function" you can easy access any time.
Players:
¤ Player 8(Computer).
Conditions:
¤ Player 8 has at least 1 deaths of Unused unit(3).
¤ Player 8 brings at most 0 any unit to Location 1.
Actions:
¤ Subtract 1 deaths of Unused Unit(3) for Player 8.
¤ Create 1 Zergling/Hydralisk/SCV at Location 1 for Player 8.
¤ Disable doodad state for unit owned by Player 8 at location 1.
¤ Wait 0 milleseconds.
¤ Enable doodad state for unit owned by Player 8 at Location 1.
¤ Order unit owned by Player 8 to move from Location 1 to Location 2.
¤ Preserve Trigger.



Trigger
Description:
This is the second Trigger.
I move the unit more than one time for crashing reasons. It usually does the trick. This trigger only needs to exist once.
Players:
¤ Player 8(Computer).
Conditions:
¤ Player 8 brings at least 1 any unit to Location 2.
Actions:
¤ Move 1 any unit owned by Player 8 at Location 2 to Location 3.
¤ Wait 0.
¤ Move 1 any unit owned by Player 8 at Location 3 to Location 4.
¤ Preserve Trigger.



Trigger
Description:
This is the third Trigger.
This trigger will determine which player needs the unit.
Use the same Unused unit deaths as you did in the first trigger and copy this one three times for each unit as well.
Players:
¤ All Players. (EXCLUDING PLAYER 8!)
Conditions:
¤ Player 8 brings at least 1 Zergling/Hydralisk/SCV to Location 4.
¤ Current Player has at least 1 deaths of Unused unit(3).
Actions:
¤ Give 1 Zergling/Hydralisk/SCV owned by Player 8 at Location 4 to Current Player.
¤ Preserve Trigger.



Trigger
Description:
This is the fourth Trigger.
This trigger will be a second part as an "anti-glitch" for the above trigger.
You will also need to copy this trigger three times for each unit.
Players:
¤ All Players. (EXCLUDING PLAYER 8!)
Conditions:
¤ Current Player brings exactly 1 Zergling/Hydralisk/SCV at location 4.
¤ Current Player has at least 1 deaths of Unused unit(3).
Actions:
¤ Subtract 1 deaths of Unused Unit(3) for Current Player.
¤ Move 1 unit owned by current player from Location 4 to the location that requires it.
¤ Preserve Trigger.


-------------------------------------------------------------------

Now before anyone gets confused, this system will allow you to get a cloaked Zergling by issuing the actions:
Trigger
Actions:
¤ Add 1 deaths of Unused Unit 1 for Player X.
¤ Add 1 deaths of Unused Unit 1 for Player 8.


You need three Unused units to indicate which unit you want to cloak and need to copy the first and third triggers three times for the three units. The first trigger will detect that player 8 has at least 1 death, use the cloaking method on the unit depending on the Unused unit used. It then removes it from its que so it will stop making them. It will disable, enable, then order the unit to move to the next step. For our purposes, we do not really need any waits. Waits are only used for Archons, but we do need to separate the actions with a wait of zero. Having two actions and having two actions separated by a "wait for nothing" are VERY different. Anyway, because you can't just "calculate" unit speeds, I included a second trigger that will move it faster than if waits were used. The second trigger only needs to be done once. The third and fourth triggers determine which player to give the unit to. To me, these triggers are very efficient. Remember to copy the third and fourth triggers three times, one time for each unit used. I'm guessing most would have 3 of these triggers for every player(which is quite a waste). The reason behind two triggers for this part is for anti-glitching. If it was one trigger, and two players needed a cloaked zergling, the trigger would execute for both, and there would only be one zergling to distribute between them, leaving one of the players out of luck(it would subtract deaths of the unit and the player would never receive it).
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