ok! i was bored and put together a map. it uses disable to cloak stuff and shows what units are cloakable. uncloakables arent present. heros arent either (too much work

). uhh have fun i guess. its mostly for people too lazy to read what disabling does.
its nice that you did that but... when you put the observers near the cloaked buildings they die... hah... anyways good job... must of taken a few hours or days.
There isn't much of a point of disabling units. Units can be cloaked perfectly by giving a unit owned by player 161 with an observer near it to another player. (I think you have to use the move unit to location trigger too) All invisible units will be uncloaked and all normal units will be cloaked. All units that I have done this to were perfectly functionable. It looks cool to have Danimoth (Arbiter Hero) cloaked. Finally, Arbiters can cloak themselves, or at leat look like they can. I love invisible missile turrents. The disable system is only good if you want the special effects like a bunker that can't be exited or entered or a Dark Archon who's energy dosn't recharge.
p161 can only cloak 1 unit. thats where this comes in

Using Player 161 has advantages and disadvantages.
Advantage:
Can cloak or uncloak any unit.
Disadvantages:
Can only be used with Windows versions of Starcraft.
Only can cloak 1(maybe 2, and if you're extremely lucky, 3)
Very hard to controll.
The disable/trigger methods can cloak more than half of the units, and can be used on all systems.
It's cool that you can cloak turrets with player 161 though if it does work.
I would just cloak the arbiter and have it cloak other stuff. The energy not charging is useful in RPGs, but ther's a problem with ghosts. They will countied as cloaked and will lose energy, but you can't uncloak them and they will stay cloaked even with 0 energy. What is the exact time to add energy to a ghost to amke it stay static?