Staredit Network

Staredit Network -> UMS Assistance -> Having cloaked arbiters
Report, edit, etc...Posted by Bikerxgames540 on 2005-06-13 at 02:51:31
Hi it's me again. I have another request. Well on my bound i want to have my siege tanks cloaked with an arbiter, but I also want the arbiters cloaked too. Can I disable the arbiter so it's cloaked and still have it be able to cloak my tanks? If it's possible, can somebody help me with the trigger? I read in the tutorials and every time i tried to disable arbiter, the game would crash. Any help is appreciated

-Biker
Report, edit, etc...Posted by Wilhelm on 2005-06-13 at 04:08:22
If you try to disable an arbiter, it will crash, as the game has it designed so that it should never cloak. Before patch 1.12, any unit whose owner was "161" would cloak. As of now, there is apparently no way to cloak an arbiter. You could, however, cloak the tank by trigger. However, they will not be responsive to commands, and you cannot cloak a sieged tank with this method. It will crash.
Report, edit, etc...Posted by Snipe on 2005-06-13 at 05:08:49
The trigger for CLocking a tank is very simple.

-Player ?

Conditions-
-Always

Actions-
-Creat 1 "Seige Tank" At "Location" for player ?
-WAit 10 Miliseconds
-Disable Doodad Stat for "Seige Tank" for player? at "location".

*no neeed for an arbiter.
Report, edit, etc...Posted by KiLLeR2001 on 2005-06-13 at 05:54:23
If you really really need Cloaked Arbiters you could always make a mod. Then you can have all the cloaked Arbiters your heart desires... However getting people to play your mod would be another task.
Report, edit, etc...Posted by KrAzY on 2005-06-13 at 11:14:07
You need a mod to cloak a arbiter... wink.gif
Report, edit, etc...Posted by Oo.Deamon.oO on 2005-06-14 at 04:34:53
I can cloak arbiters. It is not really cloaking, it is deleting them but keeping them in existence. - Talk to me on SC @useast if you want to know how. - I think I'm the first person to do it. And i'm also the first person to create a new system of cloaking units with it. happy.gif

EDIT - It can cloak all the sieged siege tanks you need as well.
Report, edit, etc...Posted by Bikerxgames540 on 2005-06-14 at 07:14:45
What's your account on USEast?
Report, edit, etc...Posted by Sonic. on 2005-06-14 at 19:30:12
QUOTE(Snipe @ Jun 13 2005, 03:08 AM)
The trigger for CLocking a tank is very simple.

-Player ?

Conditions-
-Always

Actions-
-Creat 1 "Seige Tank" At "Location" for player ?
-WAit 10 Miliseconds
-Disable Doodad Stat for "Seige Tank" for player? at "location".

*no neeed for an arbiter.
[right][snapback]234076[/snapback][/right]


i was accually wondering how to do that previously but i couldnt find out and it and i just gave up...so thanks for posting this but it doesnt really work it just makes the tank fidget or watever it does...ill show u exactly what i put maybe i did that wrong person or sumtin but iono..(im making a bound)

-----------------------------------------------------
-Player 8 (the comp)
-----------------------------------------------------
-Always();
-----------------------------------------------------
-CreateUnit(1, Siege Tank Tank Mode, adver1, CurrentPlayer);
-Wait(10);
-SetDoodadState(Disable, Siege Tank Tank Mode, CurrentPlayer, adver1);
-Comment("tank1");
-----------------------------------------------------

tell me if anythings wrong or u made a mistake or whatevers up..
Report, edit, etc...Posted by Wilhelm on 2005-06-15 at 06:03:07
"You could, however, cloak the tank by trigger. However, they will not be responsive to commands." You did nothing wrong. Tanks, once disabled, will attack any enemies within their range, but they will not respond to any commands they are given, and will not move. They cannot be loaded into transports, either. There is no way to cloak a tank in that manner without an arbiter. As people have said before, Arbiters cannot be cloaked without a mod.
Report, edit, etc...Posted by Shadow181 on 2005-06-15 at 06:34:41
I have been told that to cloak a unit move it of screen, disable it, enable it, enable it again.

It seemed to work on the map I have played.
baaa.gif
Report, edit, etc...Posted by Shadow181 on 2005-07-02 at 20:16:58
Okay I think I might try that 2day.

ADDITION:
LOL, I have been testing this stuff for the last hours strait, it is very fasinating.
To be able to move a cloaked unit because of triggers cloaked unit U have to put a wait inbetween each doodad action:


Trigger
Description:
EG.
Players:
¤ W/E players
Conditions:
¤ W/E conditions
Actions:
¤ W/E actions you want
¤ Move screen or desired unit.
¤ Disalbe doodad at location of the desired unit
¤ wait(0)
¤ Enable doodad at same place same unit
¤ Wait(0)
¤ Enable doodad again at same place same unit
¤ Wait(0)
¤ W/E actions you want
Report, edit, etc...Posted by scwizard on 2005-07-02 at 21:34:00
Doodle77 says that the impossibility of arbiter cloaking is hard coded into SC.

All known methods either crash or...
Basically if you try anything wierd it'll crash.
Report, edit, etc...Posted by Shadow181 on 2005-07-02 at 21:40:48
Yes it seems to crash BUT it only crashes with some units, try it out. Compare it with a Firebat to a BC, the bat doesnt crash, the BC will. AND READ MY TRIGGER CAREFULY!and it will also crash with an academy but not a barraks...
: P
I don't know why there is a difference but there is and it makes a crashing amount of difference (like my joke?).
That is basicaly it.
Next Page (1)