Yes I know there is a tutorial for this and I HAVE looked at it but I don't get it... Can someone give me a list of the triggers needed to cloak a beacon and see it glow?
ADDITION:
Also... could someone tell me how to make a cloaked-walk-throughable bunker? I've tried doing it before AND have looked at the tutorial but I just don't get it...
create observer over the beacon
setdooddadstate: disable. on a beacon at whatever location
kill observer over the beacon
OR you can just put a unit that has a detector around the beacon.
and for the bunker question. give us more detail or just tell us the map that you last saw.
Well... at first what I did was I made it under Player 7's control. Then I disabled it. Then I gave myself (Player 1) an observer. I moved close to it and it cloaked but what I wanted is the -glowing- effect... not the cloak effect. As for the bunkers... Uh... Oo.Vic.oO's Path Defense where you have cloaked-walk-throughable bunkers that are able to still be shot from... Also... there has been quite a few maps where it will be used to make doodads look on fire and stuff.
ADDITION:
Ok... Well I did what you said... But it didn't do anything... I think I killed the observer too fast but then I moved my observer that I owned near it and it only cloaked but I could still see it... I don't have vision with Player 7 so I'm not sure what's wrong...
well... u only need to disable the bunker to make it invisible, aigth?

(srry if im wrong)
//GG.pe4nut
you can just do this..
conditions:
-always
Actions:
-disable doodad state for ' beacon' at 'location'(copy this of you plan on cloaking multiple beacons, you have to disable it for each beacon if you need to)
-execute ai script turn ON shared vision for player
-wait 0 miliseconds
-execute ai script turn OFF shared vision for player
just as long as you have a glimpse of the disabled, not necessarily if you have to look at it, the beacon will become cloaked.
might have to hyper it also...
They told You how anyways I'm still going to repeat It.
Problem 1.
Conditions
Any condition that You want.
Actions
Create 1 (detector unit) at (location covering the beacon) for current player
Set doodad state to disable for all (beacon) at (location covering the beacon)
wait(100)
Kill all (detector unit) at (location covering the beacon) for current player
Problem 2
Assuming You got the bunker with units loaded
Conditions
Any condition that You want.
Actions
Move all bunkers for current player from X to Y
the bunker will move and it will leave the space like there's nothing but it will actually shoot like if it's still there when an enemy unit approaches
Have fun
For cloaking beacons, I usally create them for a computer player that I have vision with and then give the beacon to a computer player that I don't have vision with.
So it would be:
Computer 1 commands at least 1 beacon
----------------------
Move Location 1 on Beacon owned by Computer 1 at Location Anywhere
Disable Doodad State for Beacon at Location 1 for Computer 1
Give 1 Beacon owned by Computer 1 at Location 1 to Computer 2
Preserve Trigger
No waits involved and works the fastest IMO.
Wow... Thank you VERY much Corbo... Everything you said worked perfectly... Thanks!
ADDITION:
Ok well I figured everything out except one thing. In Oo.Vic.oO's Path Defense... their is a Crashed Norad II at the bottom of the map and everyone owns one. Now I know there are bunkers underneath it but I'm confused as to how you can stack them on top of each to save space and still be able to move them anywhere you want... Anyone know how to do this?
The stacked bunks are made by removing a norad, then moving the bunker to the norads.
What makes them able to stack is when you remove a building from a pile of stacked ones, it thinks that the terrain is buildable again which makes you able to move the bunker on the pile of Norad II's.
So the trigger would be something like this?| Trigger |
| Description: |
| Cloaked Bunker |
|
| Players: |
| ¤ Player 8 |
| Conditions: |
| ¤ Current player brings at least 1 Terran Bunker to 'Bunker.' |
| Actions: |
¤ Remove 1 Crashed Norad II at 'Norad.'
|
| ¤ Move 1 Terran Bunker to 'Norad' |
Like that? So I would just have multiple Norads stacked on top of each other for every bunker I want to cloak? im sorry pyro i failed you this time...i did not find the tutorial for it, and since i never used it i don't know how to do it

anyways i know there was a tutorial somewhere in sen im going to go look for it for you

Yea, that would be how to do it. Of course you'd incorporate that into your bunker trigger though.
Yes! It worked... Thank's for everything...