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Staredit Network -> UMS Assistance -> Invisible Sunken
Report, edit, etc...Posted by iHaveNoRegrets on 2007-01-30 at 18:22:54
Is there any way to pull off an invisible sunken that still attacks? Or any way to hide it behind a doodad/terrain? And this has to be within sight.
Report, edit, etc...Posted by NerdyTerdy on 2007-01-30 at 18:27:38
I think by cloaking a drone and then making a sunken with it it will be cloaked. I'm not sure, I'm gonna make a test map smile.gif.
Report, edit, etc...Posted by iHaveNoRegrets on 2007-01-30 at 18:35:50
I was actually thinking computer controlled. The more I think of ways it might be done, the more it discourages me that there isnt a way.
Report, edit, etc...Posted by NerdyTerdy on 2007-01-30 at 18:39:33
I don't think there is. I just tested. Drones cloaked with the disable enable enable trick then used to create buildings don't create cloaked buildings. And I'm almost certain that's no way to flat out create a cloaked sunken with triggers.
Report, edit, etc...Posted by Falkoner on 2007-01-30 at 19:23:37
Patch 1.14 got rid of the cloaked zerg buildings... Well, you could hide it with sprites.
Report, edit, etc...Posted by iHaveNoRegrets on 2007-01-31 at 11:39:48
I am trying to place it "under" a Pit Monster Doodad/Sprite in a sand environment and I dont seem to be getting anywhere. Ideas?
Report, edit, etc...Posted by payne on 2007-01-31 at 12:18:21
You could mod something like that :
Change an useless unit into the graphic of a 1x1 terrain then, stack everywhere on your sunken... it should hide it!
Report, edit, etc...Posted by iHaveNoRegrets on 2007-01-31 at 13:40:23
I don't do modding and I am going to use this for a UMS game.

But if I do ever learn how to mod, dont even worry.
Report, edit, etc...Posted by payne on 2007-01-31 at 14:01:14
I don't mod too clapping.gif
But isn't there a way to "include" your mods in a map, like that, people doesn't have to download the mod and won't change all the starcraft set ups?
Report, edit, etc...Posted by Ahli on 2007-01-31 at 15:12:06
You can place a big building on the sunken...
maybe Xel'Naga Temple

it's just an answer... even if the idea looks crappy in the end^^
Report, edit, etc...Posted by CheatEnabled on 2007-01-31 at 15:22:09
QUOTE(payne @ Jan 31 2007, 08:01 PM)
I don't mod too  clapping.gif
But isn't there a way to "include" your mods in a map, like that, people doesn't have to download the mod and won't change all the starcraft set ups?
[right][snapback]621184[/snapback][/right]

Some mods, with only Graphic changes, can be played on normal b.net without everyone having to download the mod. It only displays for the person running the mod though. Also, there's a program named SCMloader that makes modded maps runnable. See what you can find about it.
Report, edit, etc...Posted by JoJo. on 2007-01-31 at 21:57:56
just put a building over it..
Report, edit, etc...Posted by DT_Battlekruser on 2007-02-01 at 23:44:26
You would have to cover it with a building, because I'm pretty sure units that refresh their frame will get displayed on top of sprites. Tree doodads (not sprites) should work, too.
Report, edit, etc...Posted by iHaveNoRegrets on 2007-02-02 at 12:54:17
So there is no way I can make it look like there are no buildings? That is what I am aiming for, all I want it to look like is that there is a single Sand Pit Monster (the hole with teeth) and nothing else.

At the moment, I am using sunkens on cliffs, but they show up whenever I get too close. I want to create the illusion that the Pit Monster is attacking, not sunkens.
Report, edit, etc...Posted by Oo.Vic.oO on 2007-02-02 at 16:34:29
cover it up with swarm, it might look like a pit monster in a sand environment blink.gif
Report, edit, etc...Posted by Undead-Fox on 2007-02-02 at 18:32:34
Well, you could use a computer's sight instead of your own? You could use the triggers to constantly create a burrowed unit or something beneath the player's unit, and have the players shared vision with that computer, and vision off with themselves, so that the sunkens don't show up when they attack. The downside to this is, it will slow the units movement.

Another idea is to use DTBK's idea and use the Tree doodads, and since you can use the pit monster sprite on other maps, you could use a different tileset that has trees.

Or, you could do as Ahli said. Perhaps just put a large building behind the pit monster, or maybe make 'walls' around the pit monster area, and have the sunkens underneath them so you can't see them. Then, when they defeat the pit monster, the 'walls' will disappear, along with the sunkens?

Just a couple suggestions there for ya'.
Report, edit, etc...Posted by potatolord on 2007-02-06 at 18:21:23
i would just go with putting a few buildings on top of it happy.gif
Report, edit, etc...Posted by Laser_Dude on 2007-02-07 at 16:45:34
Does the sand pit monster use a sprite? If so, you could place that sprite on top of your sunken.

EDIT: It does. The sunken looks great with the monster covering it. There's just a weird looking shadow. And the spine comes over the sprite when it attacks. And the fact that the terrain is unbuildable removes the creep.
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