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Staredit Network -> UMS Assistance -> Using cloaked/non-cloaked wraiths
Report, edit, etc...Posted by GgG-M.K.Russ. on 2006-03-01 at 21:58:09
I wanted to know if there was a way I could distinguish a cloaked wraith compared to a non-cloaked wraith using triggers.
If the wraith is cloaked, do one thing, if not, do another. How would I use triggers to detect cloakabilty?
Report, edit, etc...Posted by joker2kill on 2006-03-01 at 22:01:18
i am pretty sure there is no way, since cloaking cannot be effectd by triggers, unless you crete unit with properties. Since they are both under the same unit...and the unit doesnt actually change i would say no, there is no way, but why not trying to use the "wraith" as an uncloaked and a "tom klanskey" when it is cloaked, you can try to figure sumthin out!
Report, edit, etc...Posted by Noober on 2006-03-01 at 22:04:19
You could have an enemy unit that kills it in 1 hit be near it. Wait like 2000ms, and if it's alive, do the cloaked stuff, if it's dead, do the uncloaked stuff.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-01 at 22:19:41
im not sure if that is stored in the ram so im not sure if EUD would work but it might be. Otherwise u would have to use EUD to detect the energy levels of the wraith and even that is faulty in most maps. Why do u need to detect the wraith exactly?
Report, edit, etc...Posted by joker2kill on 2006-03-01 at 22:21:45
QUOTE(Kept_Wheat @ Mar 1 2006, 07:19 PM)
im not sure if that is stored in the ram so im not sure if EUD would work but it might be. Otherwise u would have to use EUD to detect the energy levels of the wraith and even that is faulty in most maps. Why do u need to detect the wraith exactly?
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you just contridicted yourself..."so im not sure if EUD would work but it might be. Otherwise u would have to use EUD"....and no EUD's would probably not work
Report, edit, etc...Posted by lll on 2006-03-01 at 22:27:43
Na its possible cause im the first one to do it. Im not gana actaully tell you haha cause I dont wana give away alot of my map coming up. But its very possible with triggers and no ued's. Actaully pretty simple. Think about it you will come up with something.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-01 at 22:30:27
why did u post that here when you didnt actually tell the answer. I think youve lied.
And joker i meant im not sure its possible to detect CLOAKING directly. I know it is however possible to detect ENERGY direlectly. Im sorry if i didnt get that across correctly.
Report, edit, etc...Posted by lll on 2006-03-01 at 22:35:22
No I posted that to tell you it is possible cause I have tested it and it does work in my map. Haha

Ill help you if you would help me..... If your good at making exteded terrain ill help you if you help me with some terrain. See Not many ppl know about how you would go about detecting cloak. But only a few me and about 3 other ppl that helped me know the secret. But im not going to tell you if I dont have to cause alot of ppl dont k and I would like to keep it like that till my map comes out.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-03 at 02:06:37
"Ok"...
You still just shut up then and not talk about it in mapping help where your supposed to tell OTHERS how to do it. W/e
Report, edit, etc...Posted by Mp)MinigameEast on 2006-03-03 at 02:19:04
then it should be in concepts then
Report, edit, etc...Posted by Rantent on 2006-03-03 at 03:17:11
It has to do with a unit in the corner of the map with a unit that would attack the uncloaked unit, and 'set units on randomized suicide missions' script.

Ocean, thats not very nice to say you know something but don't reveal it, they just sit around while your map is being made, and then start working again. Chances are that if your working on your map hard enough it doesn't matter whether you tell people the ideas, cause it will be done fast enough anyway. wink.gif
Report, edit, etc...Posted by Kenoli on 2006-03-03 at 07:07:08
QUOTE
It has to do with a unit in the corner of the map with a unit that would attack the uncloaked unit, and 'set units on randomized suicide missions' script.
Isn't that something I did?


Edit:
Topic
Reply
Map
Report, edit, etc...Posted by lll on 2006-03-03 at 10:54:54
Ok yes that is one way. Pretty messy cause if you want to detect cloak and there are multiple players you need a special unit for each player. In my map there are 6 players so I couldn't use this idea. Yes this is one way to detect cloak but.... not practicle if you want to detect cloak for a group of players.

Haha rantent. Well ya I guess but I am stuck right now in my map cause I need the terrain and that is one thing I am sooooo bad at.
If somone is willing to help me out with some extended terrain I would be glad to tell everyone 2 other ways of detecting cloak for multiple players use.
Report, edit, etc...Posted by Exploit on 2006-03-03 at 14:08:52
have one location centered on the first wraith, then have another set on the other. Then tell them to do whatever.
Report, edit, etc...Posted by Noober on 2006-03-03 at 15:25:08
That has absolutely nothing to do with detecting cloaked or noncloaked.
Report, edit, etc...Posted by lll on 2006-03-03 at 17:45:15
HAHA not even close but good try haha. If I can get some help ill post something new in "concepts."
Report, edit, etc...Posted by GgG-M.K.Russ. on 2006-03-05 at 14:53:36
QUOTE(lll @ Mar 1 2006, 11:27 PM)
Na its possible cause im the first one to do it.  Im not gana actaully tell you haha cause I dont wana give away alot of my map coming up.  But its very possible with triggers and no ued's.  Actaully pretty simple.  Think about it you will come up with something.
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That was useless... Why the hell would you waste my time and others by saying useless stuff like that? Either help out by explaining, or stop padding your post count by telling people how bad their ideas are. Unlike yourself, some people are actually trying to figure this out and help.

As for people who actually care, the reason I cant have the wraith dying on me and therefore being detected for cloakability is because I want to be able to use the wraith. Let me break it down.
If the wraith is cloaked, kill units at the wraith's position. So, when I move around with a cloaked wraith, all the units under it will die. Otherwise, if the wraith is not cloaked, don't kill the units.
The reason I can't use the obvius detection (if wraith is there, bad guys kill it, if not, bad guys dont see it) is becasue I want to be able to use the wraith constantly. Once I figure out how to do it with triggers or UED, I plan to set a condition so that the wraith's energy is constantly at 100%, so that this condition is always working.



ADD:

I think I have a solution. Its pretty much like Kenoli's thread. If I have scourges near the wraith owned by an enemy, they'll only attack the warith when it's not cloaked thus killing themselves. When death count is greater than one, plane is not cloaked. I would constantly have to recreate scourges and fix death count. Ofcourse, this is a very buggy approach but its a start. Im thinking of something like energy levels. It'll take a certain energy amount for the wraith to cloak. If I can somehow detect the wraith's energy level, I can go from there.




ADDITION:



SOLUTION:
I tried to expand from the buggy stuff I had before and got something I can go with.
Here's the breakdown.

I had a 1x1 loc centered on the wraith. I also had about a 4x4 loc centered on the wraith.
I introduced some triggers. One was to constantly reheal the wraith. Another was to recreate a scourge(invicible) at the 1x1 loc whenever there were no more scourges on the map. Another was to tell the scourges to constantly attack the units at the 1x1 loc(centered on wratih).
The main trigger was: When there are no scourges at the 4x4 loc, kill all *units i wanted* at that loc.

Explanation:
When the wraith is cloaked, the scourges cannot attack the wraith because it is cloak, they do not see it. At that point, there is a scourge simply following the warith, and the trigger to kill units is not set.
When the wraith is unloacked, the scourges can attack the wraith. When the scourge attack the wraith, it dies, and for a split millisecond, there are no scourges at the 4x4, 1x1 loc. At that point, any units at the 1x1 loc are killed off and a new scourge is created.
The only concern is the speed of the wraith. I now want to find a way to really slow down the wraith to the speed of the scourge, but that is secondary.

I really want to thank you guys for the ideas that really helped develop this.
Report, edit, etc...Posted by Noober on 2006-03-05 at 18:08:06
Constantly moving a burrowed or air unit to the wraith's location will slow it down.
Report, edit, etc...Posted by lll on 2006-03-05 at 18:34:43
Ok well your close but your not their yet. The idea with the scouge attacking the unit when its not cloaked is a good idea. This meathod is not really practicle in a map cause the player can see the scourge and frankly just looks bad if they r moving with the "plane." Sry I can't help right now but I have my own map to worry about I dont want ppl using my ideas that I have thought of in others maps and claiming them as new concpets never seen before. When I get a little further in my map I would be glad to show you what you have to do... but for now sry.
Report, edit, etc...Posted by GgG-M.K.Russ. on 2006-03-05 at 21:37:09
QUOTE(lll @ Mar 5 2006, 07:34 PM)
Ok well your close but your not their yet.  The idea with the scouge attacking the unit when its not cloaked is a good idea.  This meathod is not really practicle in a map cause the player can see the scourge and frankly just looks bad if they r moving with the "plane."  Sry I can't help right now but I have my own map to worry about I dont want ppl using my ideas that I have thought of in others maps and claiming them as new concpets never seen before.  When I get a little further in my map I would be glad to show you what you have to do...  but for now sry.
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It's not "your" idea. Hell, all you're doing is say useless crap. I figured that once someone actually came up with an idea, you'd say something.
Report, edit, etc...Posted by Deathawk on 2006-03-05 at 21:40:38
I'm not very good with maps, but why scourage, can't you use something that shoots, instead of suiciding, so you don't have to recreate them?
Report, edit, etc...Posted by Noober on 2006-03-05 at 22:05:35
So he can tell when they're attacking. If it's just shooting, you can't really detect that it's shooting.
Report, edit, etc...Posted by MapUnprotector on 2006-03-05 at 22:08:07
QUOTE(GgG-Deathawk @ Mar 5 2006, 10:40 PM)
I'm not very good with maps, but why scourage, can't you use something that shoots, instead of suiciding, so you don't have to recreate them?
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The point is that the scourge suicides.

If the wraith is cloaked the scourge wont see it and won't be able to attack suiciding itself.

If the wraith isn't cloaked then the scourge will attack and suicide, yet that doesn't mean the wraith will die.
Report, edit, etc...Posted by GgG-M.K.Russ. on 2006-03-06 at 18:42:12
but with the scourge's death, I can tell that something happened. I am unaware how to determine if a unit shot.
If you can tell me how to detect a marine shooting for example, without killing, I would really love to use that instead.
Report, edit, etc...Posted by Deathawk on 2006-03-06 at 18:45:18
I think you can detect HP with EUDs but I don't know if they found the offsets for them yet.

So if you have a marine hit a wriath, and detect a wriaths HP reaching a certain number, so and so happens.

Still, not sure, and it seems the scourage will work, so I guess it's not a big deal.
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