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Staredit Network -> Modding Assistance -> Unit refuses to cloak
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-03-19 at 20:10:32
All right; here's the deal: I've modded the Archon so that it should be permanently cloaked. No problems there. I also want the overlays for Plague, Acid Spores, and Ensnare to be on it. OK, that works too. The problem is this: When I build Archons out of High Templar, they won't activate their permanent cloak. When I place them on the map at the start, however, they cloak perfectly. You can still see the overlays, but you can't attack them. (It looks really awesome.) Why on earth does this happen, and, more importantly, how can I make them cloaked all the time?
Report, edit, etc...Posted by nirvanajung on 2006-03-19 at 21:47:32
i'm not sure about that but i could guess that

when use script to overlays others , that meaning is overalyed images/sprites follow over master unit
so those overlays would keep they basis property i guess

then try change Archon Being's overlay property of image.dat to overlayed those sprites with DatEdtor or Asnal3

or change unit's properties of those overlayed things to cloaked with DatEdtor or Asnal3

but i'm sure about this just my guessing , whatever.... Good luck~! wink.gif
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-03-19 at 21:56:31
QUOTE(nirvanajung @ Mar 19 2006, 08:47 PM)
i'm not sure about that but i could guess that

when use script to overlays others , that meaning is overalyed images/sprites follow over master unit
so those overlays would keep they basis property i guess

then try change Archon Being's overlay property of image.dat to overlayed those sprites with DatEdtor or Asnal3

or change unit's properties of those overlayed things to cloaked with DatEdtor or Asnal3

but i'm sure about this just my guessing , whatever.... Good luck~!  wink.gif
[right][snapback]449029[/snapback][/right]

Edit the overlay properties? Sounds good...how do I do it? Actually I don't want to cloak the overlays, but I do want to make sure the Archon itself cloaks when I make one during a level. If there's no way other than cloaking the overlays, fine, but I'd prefer to avoid that. Any ideas why the ones made in-level don't cloak?
Report, edit, etc...Posted by nirvanajung on 2006-03-19 at 22:09:06
i have no idea more yet about that but i guess i could find out what have to
but i'm sorry, i would'nt that because i'm lazzy to search for like that

Good luck~! wink.gif
Report, edit, etc...Posted by Firebird on 2006-03-20 at 02:25:05
change the high templars to permanantly cloaked...
Report, edit, etc...Posted by BroodKiller on 2006-03-20 at 02:45:21
Speaking of cloaking look - in Images.dat change the Palette to 3-UseSpecial(?). This property is mislabeled, what I fixed for DatEd v0.95, but believe me, it will give your unit a Cloaked look. It will NOT be cloaked as such though, so the enemies will still attack it.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-03-20 at 09:41:16
Hm...this problem seems to be unique to the Archon. When I made a different mod to test the cloaking of units that come from other units, Guardians and Drones cloaked fine. Heck, the Hatchery that the cloaked Drone built was cloaked! For some reason, though, Archons won't cloak if made during a level.

EDIT: Archons made using triggers cloak perfectly, too. It's something about the process by which they're made, it seems. I will research this more...
Report, edit, etc...Posted by DiscipleOfAdun on 2006-03-20 at 10:10:35
To give you a real answer to the problem, there is some code in the action for making archons/dark archons to make sure that the cloak/decloak is done properly. It originates from the fact that DT are perm cloaked. Evil, if you ask me, but that's the problem. No real way around it.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-03-20 at 10:35:39
Hardcoded? Aw, crap. I've messed around with the iscript a bit, and that didn't seem to solve the problem. Well, if it turns out it IS hardcoded, then I'll close this topic. But when I perm cloaked Templar, the Archons were also cloaked. I don't want to do that, though, since it kills the energy recharge. So is it in the exe or iscript?

EDIT: What the heck. I give up. I think it's the EXE and don't feel like going in there to get cloaked Archons. Changing the palette and leaving them uncloaked will also be cool: thanks for that idea, BK. I REALLY don't want to mess with the EXE, partially because I like my 1.13e. Watch for the StarCraft: Resurrection campaign (which will include the mod!)
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