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Staredit Network -> UMS Assistance -> Uncloaking Multiple DT's...
Report, edit, etc...Posted by Shapechanger on 2005-06-24 at 16:06:53
Read my post in 'Maps in Production' if ou don't understand what I'm talking about.

Apparently, you can only uncloak ONE DT...
This frustrates me because I need about twenty uncloaked DT's...
The best idea I have of fixing the problem is have a whole bunch of Ob's floating around for p6 Comp, acting a 'Light's, which are SVed to the players.

This doesn't work...
Mainly because now the player can see the whole of the map from anyplace. I need so you can only see the room your in.

I considered a trigger that only gives the Ob's in the room your in to p6, and all the others to p7, who you are not SVed to. Unfortunately, this means that the players would practically have SV, which they are not supposed to have.

Any solutions?
Report, edit, etc...Posted by Snipe on 2005-06-24 at 16:13:12
Well first of all. I don't tihnk it can if it could i think it will be a long Azz process. Unless Bolt_head or Beer can say other wise. I don't think it is possible.
Report, edit, etc...Posted by Screwed on 2005-06-24 at 16:17:59
Uncloaking DT's don't work anymore due to patch 1.12b fixing the 'buggy' Player 161.

I'm pretty sure of that, correct me if I'm wrong.
Report, edit, etc...Posted by KaboomHahahein on 2005-06-24 at 22:37:42
Yeah the patch fixed it. And even when it did work, you could only uncloak one dark templar and when it died you could not cloak another one again.
Report, edit, etc...Posted by Deathknight on 2005-06-25 at 17:23:18
You can not uncloak a dark templar without the use of buffer overflows, but using triggers you can make the enemy players see it, if that's what you want.
Report, edit, etc...Posted by KiLLeR2001 on 2005-06-25 at 18:21:46
Yeah there's a solution, it's called a mod. smile.gif
Report, edit, etc...Posted by Screwed on 2005-06-25 at 18:59:17
Of course killer, but the problem is you'd have to get people to play your mod as well.
Report, edit, etc...Posted by MrCroww on 2005-06-26 at 06:40:51
Heres an idea:

For example:
Use a Marine, Let an Observer follow him. So 'player 1' in this case is the only one that see the observer. If you trigger it like that way that the observer keeps following it no matter what happends you have a Marine with a 'detector' ability in some way

To do:

1: Create a location call it: 'Follow'
2: Pud a Marine in that location, for player 1
3: Pud a Observer in that location, for player 1

Trigger *1:

[Players]
*Player 1
[Conditions]
*Always
(always)
[Actions]
*Move Location
( Center location labeled 'Follow' on 'Marine' owned by 'Player 1' at 'Anywere' )
*Preserve Trigger

Create a new Trigger:

Trigger *2:
[Players]
*Player 1
[Conditions]
*Always
(always)
[Actions]
*Order
( Issue order to all 'Protoss Observer' owned by 'Player 1' at 'Anywhere': 'Move' to 'Follow'.
*Preserve Trigger.

wink.gif
Report, edit, etc...Posted by slayer766 on 2005-06-26 at 11:03:36
Or instead of having the observer "Move" to "Follow" you could just simply use the "Teleport Units" trigger, so that the Observer follows you instantly.
Report, edit, etc...Posted by Atreyu) on 2005-06-26 at 22:02:23
Well, I think maybe the patch made it not able to but I've tried this a few times and only solution i kinda figured out was the one that Mrcroww said.
Report, edit, etc...Posted by LegacyWeapon on 2005-06-26 at 22:40:58
QUOTE(slayer766 @ Jun 26 2005, 11:03 AM)
Or instead of having the observer "Move" to "Follow" you could just simply use the "Teleport Units" trigger, so that the Observer follows you instantly.
[right][snapback]245260[/snapback][/right]
Remember that will slow the unit just like moving a burrowed unit under the unit.
Report, edit, etc...Posted by Atreyu) on 2005-06-26 at 22:49:13
Oh yeah get ready for teh slowness...lol
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