Staredit Network

Staredit Network -> UMS Assistance -> Detect Cloak
Report, edit, etc...Posted by M_s4 on 2005-08-25 at 22:10:54
Is it possible for triggers to DETECT Cloak using conditions, well in a broader sense, can you detect a unit in a certain state? Like hallucinated, invinicbile, maybe even ensnared or plagued or parasited, but all I want is cloaked if there are different ways to do this.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-08-26 at 01:25:03
The Simple Answer, No
Report, edit, etc...Posted by Heimdal on 2005-08-26 at 01:34:44
With EUD conditions, you should be able to. You will have to know what number the unit is in the unit list, though.
Report, edit, etc...Posted by l)ark_13 on 2005-08-26 at 02:34:58
What heimdal said is simple.
Make the unit you want to be detected in Starforge, select it, then hit "Enter". Look at the "Unit ID" and it should have a number. Marine = 0, Ghost = 1, Vulture = 2, etc...
Report, edit, etc...Posted by Heimdal on 2005-08-26 at 09:13:21
That's not what I meant. I meant that you will have to know what order the unit was placed in (i.e. first, second, etc). For a unit created with triggers, this could be very difficult.

With very complicated EUD conditions you should be able to find the unit you're looking for in the unit list, though.
Report, edit, etc...Posted by Corbo(MM) on 2005-08-26 at 11:03:35
You Can Actually Detect Cloaking But With a Lot Of Trigger That I Won't Explain But I'll Give You The Idea How:

let's assume we have a ghost that wants to be cloaked with 1/1 hp let's assume we have a zergling with 2 attack so if the ghost is not cloaked the zergling will kill the ghost at one hit depending on how far it is it's equal to the time it takes
k let's assume they are at a distance of 2x2 so the zergling will run and kill it in less than 1 second if the player brings the ghost after 2 seconds that means he is cloaked because the zergling did not kill it because it's cloaked duh...

that's how u can detect it anyways i don't think it works for you because the hp of the cloaked unit has to be less than the attack of the enemy

Hallucination:
i've been thinking of this for about two minutes and i figured out that the same way to detect the ghost you know hallucinations don't hurt so if the ghost is one hit kills and you have an ultralisk attacking him it will die but if you have a hallucinated ultralisk it won't so it will be "bring"+"time"="detect"

Invincibility:
they just don't attack the unit because they can't beat it and it shows no hp

And i guess i'll have to learn more about what the other abilities do like parasite ensnare to answer ur question
Report, edit, etc...Posted by Heimdal on 2005-08-26 at 12:33:34
I've managed to write some EUD conditions to detect several spells (matrix, stim, ensnare, lockdown, irradiate, stasis, and plague). This method depends on your ability to pinpoint the unit's index number, so it will (practically) only work with pre-placed units. The status flags for unit 0 start at deaths of 14416 for player 9 and continue into player 10. For units other than unit 0, add 27 to the unit ID (in the condition) for each index. For example, getting the flags of the 3rd unit placed on the map will require checking deaths for unit 14416 + 27 + 27 = 14470 for players 9 and 10.

Meh...I just realized uberation has this built-in.
Report, edit, etc...Posted by SuperToast on 2005-08-26 at 13:15:11
QUOTE(Heimdal @ Aug 26 2005, 11:33 AM)
Meh...I just realized uberation has this built-in.
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I was just about to tell you that. Nice job doing it yourself though, I tried to do it and got bored half-way through, then found out uberation did it all for me, and the world was wonderful again.
Report, edit, etc...Posted by PCFredZ on 2005-08-26 at 13:26:27
QUOTE(corbo @ Aug 26 2005, 11:03 AM)
You Can Actually Detect Cloaking But With a Lot Of Trigger That I Won't Explain But I'll Give You The Idea How:

let's assume we have a ghost that wants to be cloaked with 1/1 hp let's assume we have a zergling with 2 attack so if the ghost is not cloaked the zergling will kill the ghost at one hit depending on how far it is it's equal to the time it takes
k let's assume they are at a distance of 2x2 so the zergling will run and kill it in less than 1 second if the player brings the ghost after 2 seconds that means he is cloaked because the zergling did not kill it because it's cloaked duh...

that's how u can detect it anyways i don't think it works for you because the hp of the cloaked unit has to be less than the attack of the enemy

Hallucination:
i've been thinking of this for about two minutes and i figured out that the same way to detect the ghost you know hallucinations don't hurt so if the ghost is one hit kills and you have an ultralisk attacking him it will die but if you have a hallucinated ultralisk it won't so it will be "bring"+"time"="detect"

Invincibility:
they just don't attack the unit because they can't beat it and it shows no hp

And i guess i'll have to learn more about what the other abilities do like parasite ensnare to answer ur question
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That won't work because Cloak and Invincibility would be the same, so you'd need a detector for the Invincbility check as well. However, Invincible and Stasis will appear the same way unless you lure a unit and check if it moves. Parasite can be detected by checking vision of the player owning the Queen, Optic Flare by the player owning the affected unit, and Ensnare/Devourer spores with speed. Plague cannot be checked without killing the unit. Hallucinated units don't satisfy conditions and aren't affected by most to all actions.

All these are for units not pre-placed, otherwise Uberation would be a DUH.
Report, edit, etc...Posted by M_s4 on 2005-08-26 at 14:55:33
Okay, Thanks for all the ideas, i'm trying to go with the EUD, but I look one look at Uberation and was confused at everything, so I might try the zergling thing

Btw, I wont care about the fact that it can't tell invincibility apart from each other, because the my ghosts wont ever be invinicible (or maybe they will, but it probably wont matter wether my triggers cant detect them at the time.
Report, edit, etc...Posted by Commanda_Panda on 2005-08-26 at 16:28:10
If you have a hallucinated unit and bring it to a location It will not fulfill the Bring condition. So you can do some triggs (with hyper triggers of course) if Player 1 brings exactly 0 units to Location Y, center Location X on any unit owned by Player 1 at Location Y and if Location X isn't centered perfectly at Location Y it must be centering on a hallucinated unit. Also, make sure the center of Location Y is unreachable by the unit.
Report, edit, etc...Posted by Corbo(MM) on 2005-08-26 at 17:05:35
QUOTE(Commanda_Panda @ Aug 26 2005, 02:28 PM)
If you have a hallucinated unit and bring it to a location It will not fulfill the Bring condition.  So you can do some triggs (with hyper triggers of course) if Player 1 brings exactly 0 units to Location Y, center Location X on any unit owned by Player 1 at Location Y and if Location X isn't centered perfectly at Location Y it must be centering on a hallucinated unit.  Also, make sure the center of Location Y is unreachable by the unit.
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the bring is not for the attacking unit(enemy) it's for the "cloaked ghost"
Report, edit, etc...Posted by Commanda_Panda on 2005-08-26 at 21:48:11
Cloaked Ghost?? I'm talking about detectin' hallucination
Report, edit, etc...Posted by PCFredZ on 2005-08-26 at 22:27:34
QUOTE(Commanda_Panda @ Aug 26 2005, 09:48 PM)
Cloaked Ghost?? I'm talking about detectin' hallucination
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So was he, just read his first post (which is painfully wrong though).
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