Staredit Network

Staredit Network -> UMS Assistance -> Cloaking Beacons
Report, edit, etc...Posted by ShadowSnipe4 on 2004-08-22 at 19:55:38
I know I should know this already but I never really needed to use this before. I tried the tutorials database and that didnt seem to work. Could somebody tell me what the triggers are to cloak a terran beacon.
Report, edit, etc...Posted by eXile5 on 2004-08-22 at 19:59:55
You just disable doodade state.

players
- Whatever
Condition
- Always
Action
- create detecter at location
- Disable doodad state for beacon at location
- wait 111
- remove detecter at location
Report, edit, etc...Posted by NerdyTerdy on 2004-08-22 at 20:05:50
An easier way is just to disable it in the beginning you do it like this
Conditions -
Always
Actions -
Disable Doodad State for "Beacon" at "Location
Comment: Cloak Beacon

The thing is you gotta pre place a scanner there.
Report, edit, etc...Posted by ShadowSnipe4 on 2004-08-22 at 20:05:53
Does the detecter have to be owned by a human or computer player?

And Nurdy I just tryed that and it didnt work....
Report, edit, etc...Posted by NerdyTerdy on 2004-08-22 at 20:06:33
My way is easier but the detector has to be owned by the player wanting to see the glowingness or somebody who has vision to that player.
Report, edit, etc...Posted by ShadowSnipe4 on 2004-08-22 at 20:14:53
It still isnt working could you post a map with it working so I could see it?
Report, edit, etc...Posted by KiLLeR2001 on 2004-08-22 at 20:18:52
Simple. Here's a step by step process to do this:

Step 1: Create a beacon (computer) somewhere on the terrain.
Step 2: Put a detector right over the beacon (p1 observer)
Step 3: Put a location over the beacon (and observer)
Step 4: Trigger: Always, Disable Doodad State for Beacon, Wait 120, Remove Observer.

Now take a guy or something and walk over to the beacon.
Report, edit, etc...Posted by ShadowSnipe4 on 2004-08-22 at 20:24:49
Okay, I've been using nuetral beacons so that's probably the problem?
Report, edit, etc...Posted by ShadowBrood on 2004-08-22 at 20:27:04
i havent done it either im just waiting to see all of the ways to do it so i can try tongue.gif
Report, edit, etc...Posted by Chill on 2004-08-22 at 22:42:53
Id like to add that its alot faster and easyr to just make the beacon owned by a player with shared vision and then give it to a player that isnt after its disabled. No detectors needed.
Report, edit, etc...Posted by KiLLeR2001 on 2004-08-22 at 22:50:00
QUOTE(Chill @ Aug 22 2004, 09:42 PM)
Id like to add that its alot faster and easyr to just make the beacon owned by a player with shared vision and then give it to a player that isnt after its disabled.  No detectors needed.

No, you need detectors in order for it to embed itself into the ground, thus getting the glowing part of the beacon only.
Report, edit, etc...Posted by Chill on 2004-08-22 at 22:51:01
Ive done it before, you dont.
Report, edit, etc...Posted by greenreaper on 2004-08-22 at 22:53:21
Yeah, I think you have to give it to a human/computer player
Report, edit, etc...Posted by Chill on 2004-08-22 at 22:55:49
See? Queen Raper agrees with me. closedeyes.gif



sorry.... plz dont hurt me....
Report, edit, etc...Posted by greenreaper on 2004-08-22 at 22:58:56
It's greenreaper not queen raper angry.gif lol biggrin.gif
Report, edit, etc...Posted by Tig3r(MC) on 2004-08-22 at 23:50:00
if one stll hasnt got it here is map i made for that same problem
Report, edit, etc...Posted by TSoldier_Wol[f] on 2004-08-22 at 23:53:21
Why don't you try to Disable the Beacon? That mine work!
Report, edit, etc...Posted by Paella on 2004-08-23 at 00:06:51
if you give the obs to a comp make sure it has allied vision with the humans in game, or just create it for a human (with vision)
Report, edit, etc...Posted by qPirateKing on 2004-08-23 at 00:32:42
I prefer letting the human players own the beacon and then giving them to a computer or neutral player after disabling.

QUOTE
Conditions:
• Current player brings at least 1 BEACON to ANYWHERE.
Actions:
• Center location labeled DISABLE on BEACON owned by Current player at ANYWHERE.
• Disable doodad state for BEACON for Current player at DISABLE.
• Give all BEACON owned by Current player at DISABLE to PLAYER#.
• Preserve trigger.


See attached map for an example.
Report, edit, etc...Posted by ShadowSnipe4 on 2004-08-23 at 00:40:10
okay, I got the beacons to meld into the ground except for 1. 1 Beacon defies me even though i have the same triggers on it (different location ) but it still wont go away.
Report, edit, etc...Posted by nyczdigga on 2004-08-23 at 01:53:23
Condition

Always

Action
Create beacon
Create observer
Wait(100);
remove observer
Preservetrigger
comment
Report, edit, etc...Posted by Chill on 2004-08-23 at 12:11:46
Apparently alot of people dont understand how exactly this works...

Ok, units that are unnaturally cloaked(disabled) still show up if the player who owns them dosent have shared vision with you but they are intangible, you cant click them. If you want them to be cloaked you have to find some means to make them visible (fully visible, uncloaked, not just within vision range) be it a detecctor, sharing and then unsharing vision, or just giving it to a player with vision and then giving it to a player who dosent (that way works best). Get it now?

EDIT:
QUOTE
okay, I got the beacons to meld into the ground except for 1. 1 Beacon defies me even though i have the same triggers on it (different location ) but it still wont go away.

It wont disable of it wont give it to the player?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-23 at 12:56:55
QUOTE(KiLLeR2001 @ Aug 22 2004, 09:50 PM)
QUOTE(Chill @ Aug 22 2004, 09:42 PM)
Id like to add that its alot faster and easyr to just make the beacon owned by a player with shared vision and then give it to a player that isnt after its disabled.  No detectors needed.

No, you need detectors in order for it to embed itself into the ground, thus getting the glowing part of the beacon only.

In order to have the beacon cloak each player must veiw it with a detector. Once a player has the capablity to veiw a cloaked unit there it will become cloaked (for that player). Haveing vision with a player who can see it or owning the unit itself qulifies becaue you would be able to see it in its cloaked form.

Chills method will work, however you might have a problem with the placement of your beacon. Sometimes when a beacon is not aligned to the grid it will fail to cloak. Try deleting your beacon and placeing it using snap to grid in ither SCM Draft, Starforge, or Basic Staredit.

Edit: oh crap there was a whole second page here, I replied before reading the second page lol.
Report, edit, etc...Posted by Kow on 2004-08-23 at 19:09:36
Also if you place scanner sweeps over it, for when you can see the whole map, it will cloak too, but dont do this in rpg's unless you start out seeing the beacons, otherwise you will have fog of war there.
Report, edit, etc...Posted by LegacyWeapon on 2004-08-23 at 22:10:02
you probably wont need those crap beacons in rpgs, otherwise just make cloak them/meld them into ground when you get to different towns
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