Staredit Network

Staredit Network -> UMS Showcase -> Some cloakable units
Report, edit, etc...Posted by Nozomu on 2004-04-22 at 05:37:29
Hey DeathKnight, here's some info for you!

Back in the day I did some research with Null Terrain. It turns out that it seems to have 2 properties beyond what Mini Moose describes in his Player # Guide. The first is that creep will not retreat on Null Terrain, it will remain on it forever. The second (and most interesting discovery) is that you can create buildings on Null Terrain with triggers. It's really friggin' cool.

You should add that stuff to your guide and then worship me. I think SoftwareWolf figured a lot of that stuff out before me, if I recall correctly, but I've never seen him explain how it works. What I wrote up there is based on my own research.
Report, edit, etc...Posted by Clokr_ on 2004-04-22 at 12:09:42
Time ago I researched about the null terrain and in my test the creep retreat. You can build and walk on the creep but you lost control on the null terrain. If a unit is on the creep and you order to walk to another zone usually you dont lost control before that it stops.

About using my list, ok, but I'm thinking of rewrite it fixing all the grammar errors.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-04-22 at 15:56:45
QUOTE(Nozomu @ Apr 22 2004, 04:37 AM)
It turns out that it seems to have 2 properties beyond what Mini Moose describes in his Player # Guide.  The first is that creep will not retreat on Null Terrain, it will remain on it forever.

http://www.darkmonkey.com/Mini/p70_8.gif

Check what I did describe before saying what I didn't. tongue.gif
Report, edit, etc...Posted by Deathknight on 2004-04-22 at 20:32:13
"The second (and most interesting discovery) is that you can create buildings on Null Terrain with triggers."

That's the only thing I didn't know about it.
Report, edit, etc...Posted by Volka on 2004-04-24 at 12:17:47
QUOTE(Yoshi da Sniper @ Apr 21 2004, 09:17 PM)
Damn you volka! Steal my idea tongue.gif

*webmaster duel* en guard!

No problem. Actually,I was thinking of making a tutorial only for spanish people,so you can make it in english smile.gif
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-24 at 12:23:06
Don't worry, I was kidding around I will be adding them soon, I dont care what you do. Your website wink.gif
Report, edit, etc...Posted by Clokr_ on 2004-04-26 at 09:40:12
QUOTE(Clokr_ @ Apr 17 2004, 06:54 PM)
I think that with flick I wanted to say flashes.

How can I explain what I mean with hyperlink. Hm, you know that on each unit there is a zone where if you click you select the unit, right? That seems really obvious. Now think that this zone is not ON that unit, and it is on another unit that is near it. That is what I mean. So think that you have a disabled-enable mineral field, a probe, a science vessel and there is a scout near the mineral field. You cannot select the mineral field because it is "cloaked", so you put the science vessel near it. After that you cannot select it clicking on it, but you can clicking on the scout (yes, that can happen). So if you select probe->order to mine->on the scout(where now is the hyperlink to the mineral field) it goes to the mineral field and when it touchs the minerals, SC crashes.

I think that with the example is not really hard to understand.

If someone didnt understand this, check the images. I didn't moved the mouse pointer and I didn't make a control with the egg. That is when I say that the egg have a "hyperlink", and how you can see the hyperlink appear on other unit, but now in its middle.


How this forum don't let me to add another post I will add it here =P

How I said, I rewrote the enable/disable list. I think that now is more understable:

CODE
|||||||||||||||||||||||||| *NEW* DISABLE-ENABLE LIST|||||||||||||||||||||||||||||

TERRAN:


-Marine

-SCV (*2)

-Ghost (*1)

-Firebat

-BattleCruiser (*4 & *5)

-Gui Montag [Firebat]

-Sara Kerrigan [Ghost]  (*1)

-Jim Raynor [Marine]

-Acturus Mengsk [BattleCruiser] (*4 & *5)

-Hyperion [BattleCruiser]  (*4 & *5)

-Norad II [BattleCruiser]  (*4 & *5)

-Samir Duran [Ghost] (*1)

-Gerard DuGalle [BattleCruiser] (*4 & *5)

-Vulture Spider Mine (*6)

-Terran Beacon

-Terran Flag Beacon

-Floor Hatch

-Scanner Sweep (*6)

-Nuclear Missile (*18)

-Physics Lab (*7)



ZERG:


-Zerling

-Larva (*3)
|-Egg (*8)
  |-Drone (*10)
  |-Zerling (*8 & *9)
  |-Overlord (*8)
  |-Hydralisk (*8 & *3)
  | |-Lurker Egg (*8)
  |   |-Lurker (*8)
  |-Ultralisk (*8)
  |-Defiler (*8 & *5)
  |-Mutalisk (*8)
  | |-Cocoon (*8)
  |   |-Guardian (*8)
  |   |-Devourer (*8)
  |-Scourge (*8 & *9)
  |-Queen (*8 & *9)

-Hydralisk (*3)
|-Lurker Egg (*8)
  |-Lurker (*8)

-Drone (*10)

-Defiler (*5)

-Infested Terran

-Mutalisk
|-Cocoon (*8)
  |-Guardian (*8)
  |-Devourer (*8)

-Guardian

-Scourge

-Queen (*5)

-Matriarch [Queen] (*5)

-Unclean One [Defiler] (*5)

-Hunter Killer [Hydralisk]

-Devourer One [Zerling]

-Kukulza [Mutalisk]

-Kukulza [Guardian]

-Infested Duran [] (*1)

-Zerg Beacon

-Zerg Flag Beacon

-Dark Swam (*6)

-Overmind Cocoon (*11)



PROTOSS:


-Dark Templar (*6)

-Zealot (*19)

-Dragoon

-High Templar
|-Archon (*8)

-Dark Templar [Hero] (*6)

-Zeratul [Dark Templar] (*6)

-Fenix [Zealot] (*19)

-Fenix [Dragoon]

-Tassadar [Hight Templar]

-Aldaris [Hight Templar]

-Intercepter (*20)

-Protoss Beacon

-Protoss Flag Beacon

-Disruption Web (*6)

-Robotics Facility (*12)

-Assimilator

-Observatory (*12)

-Gateway (*12)

-Photon Cannon (*12)

-Citadel of Adun (*12)

-Cybernetics Core (*12)

-Templars Archives (*12)

-Forge (*12)

-Stargate (*12)

-Fleet Beacon (*12)

-Arbiter Tribunal (*12)

-Robotics Support Bay (*12)

-Shield Battery (*12 & *5)

-Xel'Naga Temple (*11)



NEUTRAL:


Miscellaneous:
-Map Releaver (*6)

-Start Location (*6)

-Flag (*6)


Doors:
-Left Upper Level Door (*13)

-Right Upper Level Door (*13)

-Left Pit Door (*13)

-Right Pit Door (*13)

Traps:
-Floor missile trap (*6)

-Floor gun trap (*14)

-Left Wall Missile Trap (*15)

-Right Wall Missile Trap (*15)

-Left Wall Flame Trap (*14)

-Right Wall Flame Trap (*14)


Powerups: (*16)
-Uraj Crystal

-Khlis Crystal

-Khaydarin Crystal

-Youg Chrysalis

-Psi Emiter

-Data Disk


X-tra Powerups: (*16)
-Mineral Chuck Type 1

-Mineral Chuck Type 2

-Vespene Orb Type 1

-Vespene Orb Type 2

-Vespene Sac Type 1

-Vespene Sac Type 2

-Vespene Tank Type 1

-Vespene Tank Type 2


Critters:
-Ursadon [Ice World]


Resources:
-Mineral Field [Type 1] (*17)

-Mineral Field [Type 2] (*17)



||||||||||||||||||||||||| EFFECTS |||||||||||||||||||||||||||||


*1: You must give this unit to another player. If not, when it ends its move order it become uncloaked.
 If it was cloaked and its energy is 0 it become uncloaked.
 If it was cloaked and you bring an arbiter, it gets energy. When the arbiter goes to other place the unit loses energy.
 If it was uncloaked, don't loses the uncloaked button, but the button don't do nothing.
 If it was uncloaked, and you bring an arbiter, it gets energy. When the arbiter goes to other place it loses the uncloak button but continues getting energy!!!

*2: When it moves, it don't shows the fire.

*3: Sometimes crashes.

*4: Weird movement. When it flyes to the bottom SC crashes.
 Sometimes is 100% invisible and dont crashes SC.

*5: Don't get energy.

*6: Nothing strange (like if it never was disabled and enable).

*7: This addon crashes, but you can remove that crash effect. For do that it must be anexed to the main building. Then in the game and before to see the addon, select the main building, lift it and land in the same place again. After that you can see the addon and SC don't crashes!!!

*8: This unit is muted/warpped from the previous unit. Don't try to disable-enable it in staredit!

*9: Two units are created, one is cloaked, the other no.

*10: If you build a building with this drone it will be cloaked and its evolutions will be cloaked too (Spore and Sunken Colonies, Greater Spire, Lair and Hive).
 Note: the extractor don't become cloaked.

*11: This unit when it is cloaked is extremely rare. Usually crashes when the player does a certain action, like click, select an unit, order to move or just move the mouse pointer on a certain zone.

*12: Without pylon the effect is the same that *6.
 With pylon it cloaks and continue working if it losts it.

*13: Door opened like using the normal trigger action.

*14: Trap always opened. When it attacks it turns normal.

*15: Trap 50% opened. When it attacks it turns normal.

*16: Cloakeds. If a worker get it, it turns uncloaked and, if the worker drop the powerup (the worker die or the drone builds a building), it turns cloaked another time.

*17: 100% invisible. The shade is transforming. Hyperlinked. If you try to mine using the hyperlink SC crashes.

*18: In the trigger, after the second enable, you cannot use action ORDER or SC will crash. It works if you use an AI for move it.

*19: Is 100% invisible an unatacable (when you are attacking you cannot click on it). Hyperlinked. If you use the hyperlink for attack it SC crashes.
 You don't need the hyperlink for select it, just drag making the green square. For move it use a shuttle.

*20: It become cloaked but can enter another time into the carrier (a carrier with one intercepter cloaked?!?!)



||||||||||||||||||||||||| NOTES |||||||||||||||||||||||||||||


If I didn't write the effect means that the unit cloaks but it acts like the normal one.

Some units like the hydralisk crashes sometimes (effect *3). I don't know all the units that does this so if someone wants to help...

Some other units can work, but rarely does it. One example is the dropship. One time I saw a dropship 100% cloaked and working, but how I said that are rarely cases, so I think that is not useful enought for add it here.


Well, is this time better than the last? =P
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-26 at 16:28:01
I'll make sure to replace the list in the big map thread with this one.
Report, edit, etc...Posted by dashrike on 2004-04-26 at 16:38:34
QUOTE(Clokr_ @ Apr 26 2004, 08:40 AM)
How I said, I rewrote the enable/disable list. I think that now is more understable:

Possibly more understandable had I read the first one.

Do you want me or somebody to go through and remove all the grammatical errors and make it even more understandable? tongue.gif
Report, edit, etc...Posted by Clokr_ on 2004-04-26 at 16:45:39
okay...

I need 15 letters!
Report, edit, etc...Posted by dashrike on 2004-04-26 at 16:53:46
btw clokr, how is your sig so big? I thought the limit was 200. Yours is more like 225-230-ish... confused.gif
Report, edit, etc...Posted by Clokr_ on 2004-04-26 at 16:57:03
The max allowed is 750 chars, but I don't think that this place is where we must talk about signs.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-04-26 at 17:07:25
I checked myself and found no violation.

On the other hand, Clokr_, the 15 letter thing is there so you can't post just one word things like "Okay" tongue.gif
Report, edit, etc...Posted by dashrike on 2004-04-26 at 17:09:28
QUOTE(Mini Moose 2707 @ Apr 26 2004, 04:07 PM)
On the other hand, Clokr_, the 15 letter thing is there so you can't post just one word things like "Okay" tongue.gif

Thats how I got my warning...
Report, edit, etc...Posted by Clokr_ on 2004-04-26 at 17:20:24
Well, I could write:
"Yes, because I think that this tutorial can be an important document in the future and if the people that reads it find grammar errors, what they will think? So, please check my grammar errors as fast as possible because... I need it!... bla, bla, bla, bla, bla...."

But I think that with the word "Okay" is enough, don't you think the same?
Report, edit, etc...Posted by dashrike on 2004-04-26 at 17:28:53
No big deal.

When I read it, I noticed things like:
  • With pylon it cloaks and continue working if it losts it.
  • Two units are created, one is cloaked, the other no.
  • When it moves, it don't shows the fire.
  • If it was uncloaked, don't loses the uncloaked button, but the button don't do nothing.
Found some of those funny. But no big deal. biggrin.gif
Report, edit, etc...Posted by Clokr_ on 2004-04-26 at 17:30:47
Lol... blushing.gif I thinked of that sentences. I don't know all the english expresions. Could you correct that?
Report, edit, etc...Posted by dashrike on 2004-04-26 at 17:47:06
They're all little things...

QUOTE(Old)
With pylon it cloaks and continue working if it losts it.

-becomes-
QUOTE(New)
With a pylon nearby it cloaks and will continue to work even if the pylon is destroyed.



QUOTE(Old)
Two units are created, one is cloaked, the other no.

-becomes-
QUOTE(New)
Two units are created.  One is cloaked and the other is not.



QUOTE(Old)
When it moves, it don't shows the fire.

-becomes-
QUOTE(New)
When the unit is moving, it will not appear to be firing.



QUOTE(Old)
If it was uncloaked, don't loses the uncloaked button, but the button don't do nothing.

-becomes-
QUOTE(New)
If the unit was originally uncloaked, you do not lose the uncloak button, but it doesn't do anything.


btw, don't sweat the grammar. Actually, you do the mapping, I'll get the grammar. wink.gif
Report, edit, etc...Posted by .Coko[CK] on 2004-04-27 at 13:00:25
QUOTE(New)
Two units are created.  One is cloaked and the other is not.

In fact you could actually write this in the correct English Sentence stucture of:
QUOTE(Coko)
Two units are created; one is cloaked and the other isn't.


Nice list, will try and use some of these in my maps as well, giving you credit for it!
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