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Staredit Network -> UMS Assistance -> Cloaking Units
Report, edit, etc...Posted by Coop on 2004-12-27 at 22:33:16
Is it possible to have units cloak without the use of arbiter always being there?

If not.. do you have any ideas of how i could do this??
Report, edit, etc...Posted by Urmom(U) on 2004-12-27 at 22:39:30
yes it is possible, how many god damn threads do we need on this. you can use the player 161 method of cloaking any unit or use the set doodad state trigger.
Report, edit, etc...Posted by Kow on 2004-12-27 at 23:05:19
Here
-&-
Here
Report, edit, etc...Posted by Chill on 2004-12-27 at 23:12:19
Your first link is wrong.
A) That trigger will not cloak any unit.
B) There are no "more actions" involved in cloaking a unit like that.

Your second link is basically the same as the first, except the trigger works for even fewer units.
Report, edit, etc...Posted by Kow on 2004-12-28 at 00:06:11
I've just been lazy so I just looked up tutorials... What units in specific are you looking for to cloak?
Report, edit, etc...Posted by Coop on 2004-12-28 at 01:37:48
A bunch.. like marine, ghost, hydralisk, zealot, dragoon, tassadar, siege tank, hero marine, firebat, and a few more is what i wanted.. but i could definetely cut it down alot if i need to. Like down to 5 or so probably
Report, edit, etc...Posted by Deathknight on 2004-12-28 at 13:22:47
I think I am going to have to write a Player 161 usage tutorial. :l
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-28 at 13:33:34
Kow's first ;nik is correct. I've sued it a few times, and I've seen it in maps like this bu Deathknight. Don't move the screen for a while, and then in the middle there will be cloaked units. If you add that you use a trigger to move the unit, then give it to a player (it has to belong to a computer player first you don't have vision with), then it will cloak. You could use P161 because it cloaks more stuff and uncloaks things, but the disabling/enabling method works on Marines, ghosts, hydralisks, zealots (i think), dragoons, firebats, and some more. I don't think tank works dor it though, and high templars crash most of the time.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-28 at 16:49:44
or if ur in a map that dosent want location to do any cloaking like playing melee
u have to patrol ur arbitor by trigger to make it move left to right
stick any zerg unit that contains burrow and burrow it. then when the arbitor comes with its cloaking unburrow fast. then if the arbtior leave its cloaking u should see that the zerf should be cloaked by its self. if not burrow agaon and do it once more. from what i did last time i cloaked a zerg drone and built a canal
and the canal was cloaked is that possible or was it a trigger from trick master the game.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-28 at 16:56:37
If you have P14 doube the game speed, you can have a trigger order all zerg units a a certain place to move there. if someone burrows, it will immediately unburrow and it could become cloaked. Works if it's being attacked too. Now where's that test map someone made....

There we go. try this link. It uses a P14 Dark Swarm to doube the game speed. When the units burrow, they pop up immediately, sometimes cloaked. Similar to the arbiter glitch, but without the arbiter.
Report, edit, etc...Posted by Deathknight on 2004-12-28 at 18:52:18
But when they burrow again they uncloak, and if a drone builds a hatchery/creep colony/extractor, it will also uncloak. The trigger method or p161 method cloak hatcheries and creep colonies when the drone morphs. The trigger method still uncloaks on extractors though, but Player 161 cloaks the extractor I believe.
Report, edit, etc...Posted by Chill on 2004-12-28 at 19:02:40
QUOTE(Zerg Playing Dead @ Dec 28 2004, 01:33 PM)
Kow's first ;nik is correct.  I've sued it a few times, and I've seen it in maps like this bu Deathknight.  Don't move the screen for a while, and then in the middle there will be cloaked units.  If you add that you use a trigger to move the unit, then give it to a player (it has to belong to a computer player first you don't have vision with), then it will cloak.  You could use P161 because it cloaks more stuff and uncloaks things, but the disabling/enabling method works on Marines, ghosts, hydralisks, zealots (i think), dragoons, firebats, and some more.  I don't think tank works dor it though, and high templars crash most of the time.
[right][snapback]116074[/snapback][/right]

Hydras only work half of the time and i don't think zealots work but im not positive about that.
Report, edit, etc...Posted by Coop on 2004-12-28 at 19:22:35
I think im just gonna cut it down to just using the ghost and use the method in Deathknights map tricks map.
Thanks.
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