Staredit Network

Staredit Network -> Modding Assistance -> Cloaking and Shadow Detection
Report, edit, etc...Posted by Fallen(uF) on 2006-11-24 at 22:35:09
Is it possible to use iscript to make units cloak when they aren't moving? Also... if possible at all, can you detect shadows without putting a location on every shadow or putting units in every shadow?
Report, edit, etc...Posted by Kookster on 2006-11-25 at 02:18:04
You can make it appear cloaked, but not actaully be cloaked. For the second thing im not sure what your saying exactly. I think your talking about map stuff IE triggers, be a bit more specific I might be able to help you more.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-11-25 at 09:04:08
Well if you're making a map, you could have triggers detect when the unit is not moving, and then create a unit nearby that cloaks it with an Arbiter field...
Report, edit, etc...Posted by Laser_Dude on 2006-11-28 at 23:39:58
Is it possible to put an order in iscript? If so, you could put an order of some sort in the idle status.

You know, in mapmaking, a permacloaked arb would be nice.
Report, edit, etc...Posted by TheNomad on 2006-11-29 at 00:11:12
QUOTE(Laser_Dude @ Nov 29 2006, 07:39 AM)
Is it possible to put an order in iscript?
[right][snapback]596504[/snapback][/right]


Haha, same thing I asked a month ago smile.gif
Unfortunately, the answer is no sad.gif

The only way to do something like that is if there was a script that served as the middle-man between you and the engine which could hook in all DAT files and BIN files. Something like WC's JASS, I guess.

And BTW Fallen, you can't create or detect shadows. Unless by "shadow" you're referring to the cloaking field surrounding units. If so, you can't detect that either.

As for a cloaked arbiter, if I remember this, someone told me that if you give another unit the cloaking script (Initialize Arbiter) it can cloak units around it (including the cloaker itself). Either that, or give the "Permanently Cloaked" property. But it won't regain energy.
Report, edit, etc...Posted by BroodKiller on 2006-11-29 at 06:52:55
I don't think Arbiters are at all cloakable, but don't quote me on this.
Report, edit, etc...Posted by TheNomad on 2006-11-29 at 09:54:57
Tried it and it worked, it's just that it had the energy problem.

Order 82h performs an iteration on all units in the range of the calling unit's air weapon and calls the 83h script on them. The iteration just skips if the flag at point of the unit ID (at byte "UnitNode + 64" iirc) corresponds to 71 (Arbiter) or 86 (Danimoth)... At least from what I could tell on a quick diassembly.

The PermaCloak is just a flag that if I'm not mistaken, makes the 83h script to not disable the cloak once the unit leaves its range.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-11-29 at 11:05:36
blink.gif In English, please?

Hm. Arbiter's aren't cloakable in any way that I know of. Does Permacloak work? I didn't think it did...
Report, edit, etc...Posted by TheNomad on 2006-11-29 at 13:08:19
There are 4 ways to cloak units...

1. Cloak (Order)
2. Init Arbiter (script) + Cloak Nearby Units (script)
3. PermaCloak (returns 1 for the function nicknamed IsCloaked() used by Mem Patchers and thus avoids having Cloak Nearby Units disable the cloak once outside the weapon range)
4. Disabling units (side effect, also an order)

Bits 1, 3 and 4 deal with this at byte DD iirc.


The "Cloak Nearby Units" works only if in the iteration the unit ID doesn't correspond 71 or 86. This has NOTHING to do with the PermaCloak option wink.gif That is just flag 0x00400000 in the properties part of the Units.dat file.
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