Staredit Network

Staredit Network -> UMS Assistance -> How to make an observer without detection ability
Report, edit, etc...Posted by KingOfBloodBath on 2006-11-24 at 15:09:28
I like to make an Observer without detection ability in my map in a selection area, so it just show player than if they bring a selector here, they'll get an Observer, but not make any cloaked units detectable in that area.

If I asign the Observer to an un-allied computer user, the Observer can not be seen by anybody because no share vision,
So far, my idea is to make the Observer blind so it will have no detection ability, is there any trigger to do this trick?
Report, edit, etc...Posted by fritfrat(U) on 2006-11-24 at 16:03:28
Using computer medics. Blind the observers in some unused spot on the map and then move them to the area you want. You could even set up a testing thing where it is first moved to an area with a tank and a dt, and then if the dt lives, move it to the player.
Report, edit, etc...Posted by Pure_Jeenyus on 2006-11-24 at 16:20:29
ya other than blinding i dont think there is a way to be or see an observer without being able to detect other things, unless u decloak an observer... im not sure if u can with disabling states.
Report, edit, etc...Posted by fritfrat(U) on 2006-11-25 at 10:41:11
Hallucinations would work, too.
Report, edit, etc...Posted by Pure_Jeenyus on 2006-11-27 at 12:46:04
QUOTE(fritfrat(U) @ Nov 25 2006, 10:41 AM)
Hallucinations would work, too.
[right][snapback]594618[/snapback][/right]


good call, but then they're not cloaked
Report, edit, etc...Posted by KingOfBloodBath on 2006-11-27 at 18:53:52
Thanks guys,

I tried Hallucinations and it works just as I needed, but there is a problem, Hallucinations units will disappear after a certain time, I guess after the energy of the Hallucinations units run out. However, there is no way I can set the energy for the units, the Modify Unit energy Trigger does not affect Hallucinations units.

For the Medic blind Observer method, How do I call a computer Medic to blind an unit? I don't know which AI script I need to use.
Report, edit, etc...Posted by Zeratul_101 on 2006-11-27 at 21:24:03
make sure the observer has > 81 hp and make sure the medic can see the observer somehow. that should be enough.
Report, edit, etc...Posted by KingOfBloodBath on 2006-11-29 at 16:01:38
Can anybody provide me a trigger do the trick that control a medic to use blind on an observer
Report, edit, etc...Posted by ShizTheresABear on 2006-11-29 at 16:19:05
QUOTE(Zeratul_101 @ Nov 27 2006, 05:24 PM)
make sure the observer has > 81 hp and make sure the medic can see the observer somehow.  that should be enough.
[right][snapback]595871[/snapback][/right]


That should do the trick.

As for hallucinations, you can always make a trigger to replace the hallu observer with another.
Report, edit, etc...Posted by fritfrat(U) on 2006-11-29 at 20:23:41
There is no actual trigger to blind the units. You just create the medics and create the enemy observers with over 81 health, and let AI do its magic. Or programming. But ya, the uncertainty involved in this is why I recommended possibly setting up a test area to double check that the observers are blinded before you begin using them.
Report, edit, etc...Posted by Jin on 2006-11-30 at 08:00:31

Trigger
Description:
Blind
Players:
¤ Player
Conditions:
¤ when you want
Actions:
¤ create a medic for player computer at location
¤ create observer for player enemy at location with more than 81 hp
¤ wait 4000 ms
¤ remove medic
¤ move obs
¤ give obs to player

Report, edit, etc...Posted by Heegu on 2006-11-30 at 08:06:48
And make sure the medic has the ability to blind and enough energy >.<
Report, edit, etc...Posted by fritfrat(U) on 2006-11-30 at 16:05:25
And be sure to make sure that the medic can actually see the observer, too.


If you decide to use hallucinations, replacing them may be a little more complicated, since you can't detect them using conditions. This would be an example of how to get around that, however:

6x2 location, with two 2x2 locations at the right and middle inside it. Put the observer in the right-most one. Now, burrow a p9 (or unused player) zergling under the observer.

Always: Move zergling owned by p9 at 6x2 to (observer) at 6x2.

If p9 brings atleast 1 zergling to (middle 2x2), create 1 hallucinated observer at right 2x2.

Downside to this method is that you need the extra terrain sticking out to the left of the observer, but it's just an example of how you can go about detecting the presence of a hallucinated observer without using conditions.
Next Page (1)