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Staredit Network -> UMS Assistance -> How do u make a detector not detect?
Report, edit, etc...Posted by The_Blackness on 2004-10-18 at 01:45:18
I thought i was this in a map somewhere, i saaw that something that is usualy a detector is not. How do i do this? Do i need a mod?
Report, edit, etc...Posted by Screwed on 2004-10-18 at 05:29:31
dun think its possible, u fascinate too much. However, i think halluncinated detecters dont detect.
Report, edit, etc...Posted by Kow on 2004-10-18 at 05:33:06
What do you need this for? We might be able to improvize...
Report, edit, etc...Posted by .Coko[CK] on 2004-10-18 at 11:18:49
Simple way to make detectors not detect, without MOD, "Blind Them", their vision is only 1 square though, but they can't detect anymore.

Else just MOD starcraft.
Report, edit, etc...Posted by The_Blackness on 2004-10-18 at 13:03:50
i came up for a bassicaly new idea for a starcraft for the competition, i dont have much of it fully figured out yet but this is what i pretty much think im gonna do.
im going to create a 256x256 map and in the middle create a huge 3d building that is like a fort with alot of lvls (it would be so big so that i could use a minimap ping to show that you ahve moved up a level, or what levell your on), then i will create each individual level so its like your inside the building, what you have to do is get inside plant some bombs is some locations kill, and use your units strategically, i wanted to use the ghosts cloak ability to take out things like turrets, but turrets are detectors. Im sure i will think up alot of other things that i want to use detectors that dont detect but thats what i have so far.
Report, edit, etc...Posted by Urmom(U) on 2004-10-18 at 15:06:33
i had an idea for a map like that. i realized the same thing about the turrets so instead i used a science vessel and id lockdown it to disable its detetction. then use the move to trigger with hypers so its stationary.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-18 at 16:05:43
QUOTE(Coko @ Oct 18 2004, 10:18 AM)
Simple way to make detectors not detect, without MOD, "Blind Them", their vision is only 1 square though, but they can't detect anymore.

Else just MOD starcraft.
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Does that actually take his detecting ablity away too or just decrease his vision? I wouldn't expect it to lose his detector status.
Report, edit, etc...Posted by Kow on 2004-10-18 at 16:07:28
It loses its detector status! tongue.gif, but you cant make it with triggers.. only inducing it... i think...
Report, edit, etc...Posted by Tarh on 2004-10-18 at 16:53:08
If you place the turrets in the correct positioning, you could "remove" their detector status my placing a square tile underneath them using a terrain that is on lower ground. The turrets would need to be owned by a player that does not have vision on the normal ground, such as from units or buildings. This would allow you to use turrets like you originally planned. A side effect though, is that if the invisible ghosts stood directly beside the turret they would be seen (whether or not that is bad is up to you).

Of course, you could always blind a unit (yes, it will ALWAYS remove the detector status). You could hallucinate them, but they might vanish after some time. I do not know if it would crash starcraft or not, but you could always make a hallucinated turret....

Those are just about you only options for attempting something like this.
Report, edit, etc...Posted by RexyRex on 2004-10-18 at 18:20:23
You can make a computer blind a unit, but that takes some testing. All I know about if a computer blinds a unit or not:
I think it is if the unit has 86 HP+
Most likley higher chances if it is a detector unit.
Report, edit, etc...Posted by The_Blackness on 2004-10-18 at 18:30:23
tarh no that would not work because then if other units such as a marine got to close it would not fire on them, i need the ghost to be able to get right upto the turret while cloaked and kill it, i suppose the ghost could just use its lock down ability
Report, edit, etc...Posted by RexyRex on 2004-10-18 at 18:34:06
Turrets cannot be blinded nor lockdown"ed." They can't really be removed of thier detector status, so I suggest switching to something like Science Vessels.
Report, edit, etc...Posted by Crispie on 2004-10-18 at 20:24:03
Only thing I can think of Is cannons...use the toggle doodad state trick for them so they can be switched detector on and off through triggers, and have it so the comp that owns the cannon is allied to all the players, (neautral player), but has shared vision with the computer.. Thats the only possible way I see it being done.
Report, edit, etc...Posted by RexyRex on 2004-10-18 at 20:25:21
Again, just use a different unit.
Report, edit, etc...Posted by CheeZe on 2004-10-18 at 20:28:46
you could use..sprites! ohmy.gif
Report, edit, etc...Posted by Urmom(U) on 2004-10-18 at 20:29:23
do wat i say, if u really need the turret effect just place a goliatch under it!!!
Report, edit, etc...Posted by RexyRex on 2004-10-18 at 20:41:57
Hahaha. That made no sense, please edit your post to ENGLISH.
Report, edit, etc...Posted by greenreaper on 2004-10-18 at 22:47:21
I think he's saying to place a turret Sprite and place a goliath under it. It would produce the same effect except for sounds and animation.....and of course you would have to make sure that the goliath wouldn't just walk out.
Report, edit, etc...Posted by The_Blackness on 2004-10-19 at 01:07:06
ok,i dont think i explained what i was tring to do well enough so here goes a second try, i want turrets that can attack (that being what they are supposed to do) but i need a way for a ghost to have an advantage over them, i was thinking lockdown, but that doesnt work apparently, i cant put them on a lower terrain because then they wont attack, and i cant use a science vessel because that wont shoot stuff, i cant use sprites because they dont attack, and i cant use a gol under a turret sprite because then the turrets are not hidden. I think i might just have to move onto a different unit like using a gol as a deffensive machine that is not hidden. o and i cant use cannons because the disable trick is not exactly a ghost ability, i could make it work but thats just not something i want to do.
Report, edit, etc...Posted by Paella on 2004-10-19 at 08:05:05
Yes definately, just use the goliath as a defensive weapon that cannot be moved. THat is your best bet.
Report, edit, etc...Posted by The_Blackness on 2004-10-19 at 14:04:42
it doesnt really bother me if the goliath moves because the ghost can still lock it down, but if i did want it to stand still how would i do that? using a move trigger even with hypers just doesnt look very good, and using order move to triggers means that it wouldnt attack if you were far enough away, the only way i can see that working is place a gol on lower terrain and but an observer over its head
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