Staredit Network

Staredit Network -> UMS Assistance -> Cloaking Beacons
Report, edit, etc...Posted by PsykoticNin on 2004-12-30 at 21:28:59
How do you cloak beacons? Same way as any unit by disabling doodad? I'm not sure how to do it. Help please. confused.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-30 at 21:31:27
Yep, you disable the doodad state. It works just like any other unit you disable successfully, meaning you need to use the 2 players trick to cloak more than one (unless you use a lot of locations =\ )
Report, edit, etc...Posted by PsykoticNin on 2004-12-30 at 21:40:45
whats the 2 player trick?
oh and do cloaked turrets work?
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-30 at 22:39:00
Disabled turrets crash SC. DK knows all about P161, he could help you cloak a turret successfully.

The 2 player disabling trick.

Have the beacons owned by a lpayer, i'll say player A
have a location called center

Condition:
Player A brings atleast 1 beacon to location anywhere

Action:
center location 'center' on beacons owned by Player A at location anywhere
disable doodad state for beacon at location 'cente' for player A
give 1 beacon owned by Player A to Player B.
preserve trigger

Since locations always go from the bottom left, it will alawys disable the one it centered on, even if there are a lot in the location, because it would have centered on the most bottom left one. Since it becomes owned by another player, it has to move to be on a beacon owned by PLayer A Make sure you give [b]1[/n] beacon at the location to Player B, or else it will mess up if you have beacons stacked. Also, you can create an Observer over the beacon and remove it when you disable the beacon so it becomes invisible.
Report, edit, etc...Posted by 007Torrasque on 2004-12-30 at 22:53:01
zerg that trick works but is kinda slow, an easier way to do it is


Player (Whatever player)

Conditons( Whatever )


Actions- Disable doodad state for all Beacon at location
-Create 1 observer for whatever player wants to detect it and show only the lights
-wait for 100 milliseconds
-kill all obderver for whatever player

it works pretty well, i have something that i did that with, lemme go find it
Report, edit, etc...Posted by Urmom(U) on 2004-12-30 at 23:37:30
or you could mix them to make it better


null
Trigger
Conditions:
¤ Player A brings at least 1 becaon to anywhere
Actions:
¤ center location "disable" on beacon at location anywhere
¤ disable doodad state for all beacon for player A at location "disable"
¤ give all beacon at location disable to player B
¤ create 1 observer for player who wants to see beacons at location disable
¤ wait 100 milliseconds
¤ remove all observer at location disable
¤ preserve trigger
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-31 at 00:48:09
But SCXE doesn't let you choose all (I don't know about 2.6, only 2.5 works for me. If you have an editor that let's you choose all, it is very helpful and makes things much easier, but if you don't have the ability to do that, the player thing works best,. Also, if they are spread out, you need to create the observer in the vicinity of each beacon. I guess it really depends on the situation and what editors you have.

I forget to mention, hyper triggers will make the payer giving method much faster.
Report, edit, etc...Posted by regimentaL on 2004-12-31 at 11:39:44
Step 1: Place the beacon and observers for everyone in the game on it.
Step 2: Place a location around the beacon and label it "Cloak Beacon."
Step 3: Look at the top menu of the screen for Scenario, then triggers.
Trigger
Players:
¤ Player 7 (for example)
Conditions:
¤ Always.
Actions:
¤ Disable all Terran Beacon at 'Cloaked Beacon' for Player 7.
¤ Wait 10 miliseconds.
¤ Kill all Protoss Observer for All Players at 'Cloaked Beacon'.
¤ Comment: Cloak Beacon
Report, edit, etc...Posted by Deathknight on 2004-12-31 at 11:49:01
You can't disable all. You can ONLY disable one at a time.

For those that said all, I don't exactly know about you being advanced...

Beacons can be successfully tormented with without crashing. They are another one of them units, like powerups, that will never crash with a trigger.
Report, edit, etc...Posted by qPirateKing on 2004-12-31 at 12:57:16
Don't use observers, in RPGs or any map where the cloaked beacons aren't always supposed to be seen. Observers will leave an ugly patch of fog-of-war over the beacon after the obs get removed; and also, the beacon will show up on the minimap.

It's a little known fact that even if the player doesn't actually SEE the beacon, it can be cloaked so long as the player OWNS the beacon. Use shared vision triggers. See the attachment if you don't understand.
Report, edit, etc...Posted by Lordofdark176 on 2004-12-31 at 14:29:30
I am making a map with disabled beacons, this is what i did, and it works perfectly. First you need to put an observer near all the beacons that you want cloaked. Then use this:


null
Trigger
Players:
¤ Player the beacons belong to
Conditions:
¤ Always
Actions:
¤ disable doodad state for beacon owned by player
¤ wait 100 miliseconds
¤ kill all protoss observers at location anywhere
¤ preserve trigger


You need an observer to see the beacon, because the game has to register that the beacon is there befor it cloaks. This should work. Right now though im at my Aunt's house and im not looking at the triggers. So that should work, but ill post the exact triggers when i get home.
Report, edit, etc...Posted by Deathknight on 2004-12-31 at 14:45:34
qPirateKing has the best method. But if you're starting out, you may try the observer method.
Report, edit, etc...Posted by PsykoticNin on 2004-12-31 at 14:55:02
thanks alot everyone, my maps almost completed biggrin.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-31 at 15:58:47
I didn't know it still worked if you didn't have vision with yourself, that makes things a lot easier. I used to just disable beacons when a player had it in their view, so they wouldn't see parts of the map too early.

If your going to use the observer methof, remove the observer instead of killing it, that way you don't get any background noise, and you don't see a random explosions, just looks better.
Report, edit, etc...Posted by Deathknight on 2004-12-31 at 17:43:25
It works because even if a player unvisions himself, he will still see his cloaked units. Reason: The units belong to him.
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