Staredit Network

Staredit Network -> Concepts -> detecting cloaked units
Report, edit, etc...Posted by l)ark_13 on 2005-08-26 at 03:03:47
Okay. This method isn't quite complete because of some "bugs".

You have a burrowed lurker centered under your ghost (or any other ground unit that is cloakable). You also have 1 burrowed zergling (of any player) centered under your ghost.

When the lurker attacks the ghost it does splash damage to the zerglings. So:
Zerglings being killed = uncloaked
Zerglings not being killed = cloacked

I have the triggers to detect if you are cloaked or not as well.

Setup
Condtions:
- Player brings 1 zergling to location
- deaths of unit is at least 0
- deaths of unit is at most 40
Actions:
- Add 1 death to unit
- Preserve Trigger

Uncloaked
Condtions:
- Player brings 0 zergling to location
- deaths of unit is at most 24 (im assuming the lurker cooldown rate of attack is 2 seconds)
Actions:
- Set 0 death to unit
- Create 1 zergling at location for player
- Preserve Trigger

Cloaked
Condtions:
- Player brings 1 zergling to location
- deaths of unit is at least 26
Actions:
- Display Message: You are cloaked
- Preserve Trigger

This method has some flaws. Thats why I was wondering if you might be able to help me out? Think of some better ideas or improve this one?
Report, edit, etc...Posted by SuperToast on 2005-08-26 at 09:12:08
I don't really see much of a point of detecting cloak. Anyways, I think it would be possible to detect cloaked using EUD conditions. That's a very creative system though.
Report, edit, etc...Posted by Corbo(MM) on 2005-08-26 at 11:12:08
i posted this in map making a while ago = 10 minutes from a topic of M_s4
here is my idea

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
Report, edit, etc...Posted by Vibrator on 2005-08-26 at 12:02:20
Neither of those ways are very pratical for any sort of map, I'm not sure exactly where you would want to use this, mabye an RPG or just to see if you can detect it (which is pointless), but burrowing units under a unit will cause it to slow down and the splash damage would end up killing your ghost if you don't cloak. Although it would be cool if you could detect a cloaked wraith tongue.gif
Report, edit, etc...Posted by Corbo(MM) on 2005-08-26 at 12:31:31
my way will work for the cloaked wraith just change the units attacking to wraith and carrier or something like that
yeah non of those ways are practical and maybe no good to use but i think it's just to test out our abilities on detecting cloak
Report, edit, etc...Posted by Heimdal on 2005-08-26 at 12:34:47
EUD conditions are the way to go. Check the thread in MMA - I've found a way for detecting status flags. I'll work on cloak next.
Report, edit, etc...Posted by TERRAINFIGHTER on 2005-08-26 at 13:31:32
sorry about editing my post but I found a better way without killing the unit

Trigger
Description:
Detecting when a ghost is cloakd
Players:
¤ Player x
Conditions:
¤ Always
Actions:
¤ Issue order to 1 ling at "ling starts here" attack to "attack to here if uncloakd"
¤ Move quantity all lings at "attack to here if uncloakd" to "ling starts here"
¤ Preserve trigger

Trigger
Players:
¤ Player x
Conditions:
¤ player x brings quantity 1 ling to "if zergling comes here it means its attacking the uncloakd ghost"
Actions:
¤ Display for corrent player "THE GHOST IS UNCLOAKED!!!"
¤ Preserve Trigger

Trigger
Players:
¤ Player x
Conditions:
¤ Player x brings quantity 1 ling to "attack to here if uncloakd"
Actions:
¤ display for current player "THE GHOST IS CLOAKED!!!"
¤ Preserve Trigger

just make sure the ghost has enough health that it cannot die the whole game and it would look better if the unit has the extended health trick where it doesnt display health and looks invincible
Report, edit, etc...Posted by Vibrator on 2005-08-26 at 14:47:16
It still has no pratical concept for a map.
Report, edit, etc...Posted by l)ark_13 on 2005-08-26 at 14:49:49
Yeah. My way isn't practicle tongue.gif But I was just thinking about it once and though... lurkers do splash... but not when they cant see a cloaked unit to attack!!!!
And yes, I was aware of UED Condtions biggrin.gif
Report, edit, etc...Posted by Corbo(MM) on 2005-08-26 at 15:01:52
QUOTE(TERRAINFIGHTER @ Aug 26 2005, 11:31 AM)
sorry about editing my post but I found a better way without killing the unit




Trigger
Description:
Detecting when a ghost is cloakd
Players:
¤ Player x
Conditions:
¤ Always
Actions:
¤ Issue order to 1 ling  at "ling starts here" attack to "attack to here if uncloakd"
¤ Move quantity all lings at "attack to here if uncloakd" to "ling starts here"
¤ Preserve trigger




Trigger
Players:
¤ Player x
Conditions:
¤ player x brings quantity 1 ling to "if zergling comes here it means its attacking the uncloakd ghost"
Actions:
¤ Display for corrent player "THE GHOST IS UNCLOAKED!!!"
¤ Preserve Trigger




Trigger
Players:
¤ Player x
Conditions:
¤ Player x brings quantity 1 ling to "attack to here if uncloakd"
Actions:
¤ display for current player "THE GHOST IS CLOAKED!!!"
¤ Preserve Trigger

just make sure the ghost has enough health that it cannot die the whole game and it would look better if the unit has the extended health trick where it doesnt display health and looks invincible
[right][snapback]298831[/snapback][/right]


that will work only if you want to detect cloaking but if you want to use it as in a game it won't i mean if you cloak the enemy can easily move into you even if he is not attacking you he can still bring his units to your and boom end of detection


ADDITION:
and if you send them to attack the unit will still run until it gets to the destination where it realizes there is nothing in there (cloaked)
so it will always screw up
Report, edit, etc...Posted by PCFredZ on 2005-08-27 at 09:35:20
From what I've read, EUD conditions only work for preplaced units.

But here's something that will check Cloak without damaging the cloaked unit.

Have the cloaked unit itself attack the computer. Pre-place a Comsat for the computer, and use EUDs to check the Comsat's energy. If it loses 50 mana, you would know that the unit's cloaked!

Now, this idea may work very well or not at all. Someone should test it. [cough]Yes, someone should... tongue.gif
Report, edit, etc...Posted by Vibrator on 2005-08-27 at 09:37:05
Actually that idea only works if the ghost is standing still. Send it to a location before the ghost but still in range for it to auto attack, if it moves all the way to the ghost it is uncloaked.

If you are going to use EUDs then why don't you jsut check for it to be cloaked..
Report, edit, etc...Posted by PCFredZ on 2005-08-27 at 09:41:55
QUOTE(Temp @ Aug 27 2005, 09:37 AM)
Actually that idea only works if the ghost is standing still. Send it to a location before the ghost but still in range for it to auto attack, if it moves all the way to the ghost it is uncloaked.

If you are going to use EUDs then why don't you jsut check for it to be cloaked..
[right][snapback]299548[/snapback][/right]

Yes, normal Ghosts won't automatically attack, but it will work for all other cloaked units.

As I said, EUDs only work for pre-placed units. My method will work for newly created ones as well.
Report, edit, etc...Posted by LegacyWeapon on 2005-08-27 at 11:04:13
EUDs work on all units as long as you know in what order the units were made/killed.
Report, edit, etc...Posted by The_Shattered_moose on 2005-08-27 at 11:43:46
Ok, earlier someone suggested using a zergling to detect cloaking by seeing if it moved to the ghost or not, a better system would use reavors, since scarabs are detectable and thus can be removed before they ever hit the ghost once detected. But really, EUDs are definitly the most practical way to go about this, otherwise you have to deal with stuff like moving the hero around to various locations and off the minimap, which is bad.
Report, edit, etc...Posted by TERRAINFIGHTER on 2005-08-27 at 13:35:29
Or you could always put the ghost in there started cloakd having a trigger that keeps his energy up and place a hydralisk in the area and everytime the ghost dies it uncloakd cause the hydralisk saw it and killd it then make a trigger create a new ghost thats cloakd

I can see how this could be used for alot of defense games as the store where u uncloak to buy the unit biggrin.gif
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