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Staredit Network -> UMS Assistance -> -=Cloaked Units=-
Report, edit, etc...Posted by Dragoon-elf on 2006-09-07 at 21:10:30
Creating Cloaked Units





So basically the answer to this question will determine the units that I make the heroes in my RPG. I have read before somewhere that it is possible to cloak any unit but I didn't understand the trigger, (or what to do for that matter).

I am making an rpg where at times, a unit owned by the hero, may be cloaked for a short amount of time. I do not want everyone to be the same unit (ghost or infested kerrigan), and was hoping there was a way to cloak a unit for lets just say 10 seconds, and at the end of the 10 seconds, uncloak it.

This is a very important part of my rpg (which all I have right now is a great storyline and plot). I do not want to go really far into this map and realise that my intentions cannot be how I wanted them to be.

I have said before that I have read it somewhere about cloaking a unit but I didn't understand it so please don't come in here ranting about this being a topic before. This is a pretty big project idea for me and with this addition, It will motivate me even more to make it.



Thanks A lot guys!!!!
Report, edit, etc...Posted by IsaT on 2006-09-07 at 21:29:20
I am pretty sure once you 'cloak' a unit via triggers you cannot change it back to 'uncloaked' without creating a new unit.
Report, edit, etc...Posted by MoonlighTurtle on 2006-09-07 at 21:30:37
There is no way to uncloak units that have been cloaked via triggers using methods here: http://www.staredit.net/index.php?tutorial=32 I don't believe the p14 scarab method works anymore anyway because of the patch and I haven't tried the first method to see if it works anymore either, but those are pretty much the only way to cloak most units without the use of an arbiter.
Report, edit, etc...Posted by xmrxsiegecopx on 2006-09-07 at 22:53:26
QUOTE(Dragoon-elf @ Sep 7 2006, 06:10 PM)
I am making an rpg where at times, a unit owned by the hero, may be cloaked for a short amount of time.  I do not want everyone to be the same unit (ghost or infested kerrigan), and was hoping there was a way to cloak a unit for lets just say 10 seconds, and at the end of the 10 seconds, uncloak it.
[right][snapback]557185[/snapback][/right]

Just use an arbiter (with spells disabled and 0 attack) and have it centering on the hero everytime the arbiter strays too far from the unit, then remove it after your spell ends. If you're in an area surrounded by higher terrain, you can avoid the sight range radius from the arbiter by unvisioning yourself and by using a neutral lurker following you owned by a visioned NPC.
Report, edit, etc...Posted by Dragoon-elf on 2006-09-08 at 17:53:51
Alright thanks guys I will go check it out and I figured there wasn't a way to uncloak it...
Report, edit, etc...Posted by Laser_Dude on 2006-09-10 at 13:10:06
hey! just use cloaked arbs, everywhere the player can go, I think that if you swapped the players around you could change it's status. Turn off vision to yourself and...

Ok, there's the problem of seeing the player but not the arbs... hmm...
There also aren't any ground detectors which kinda sucks.
Report, edit, etc...Posted by Heegu on 2006-09-10 at 13:19:30
You can use invicibility if you want your heroes to just be immortal.
Report, edit, etc...Posted by JordanN_3335 on 2006-09-10 at 13:20:07
QUOTE(GoldenKnight @ Sep 7 2006, 10:53 PM)
Just use an arbiter (with spells disabled and 0 attack) and have it centering on the hero everytime the arbiter strays too far from the unit, then remove it after your spell ends. If you're in an area surrounded by higher terrain, you can avoid the sight range radius from the arbiter by unvisioning yourself and by using a neutral lurker following you owned by a visioned NPC.
[right][snapback]557242[/snapback][/right]


Ah you beat me to it. Well just make a spell or whatever that it creates and arbiter above the unit for 5 seconds and destroy it. It will give any unit a a free 2 second cloak.
Report, edit, etc...Posted by Dragoon-elf on 2006-09-10 at 15:55:00
Okay if I wanted to use invincibility I would know how to do that and that is not what I am trying to aim at on this game. So to cloak an arbiter I just use the disable doodad trigger on it...so should the person that owns the hero also own the arbiter?
Report, edit, etc...Posted by xmrxsiegecopx on 2006-09-10 at 20:58:27
Disabling an arbiter will crash people who view it.

There is no point in using the arbiter if it will be owned by a different player, as arbiters only cloak units by the player owning the arbiter.
Report, edit, etc...Posted by Dragoon-elf on 2006-09-10 at 21:11:39
So then what will I do to cloak the arbiter if I can't disable it? I never really got the cloaking trigger...
Report, edit, etc...Posted by xmrxsiegecopx on 2006-09-10 at 21:25:31
You can't cloak arbiters without crashing or modding, so:
QUOTE(GoldenKnight @ Sep 7 2006, 07:53 PM)
Just use an [inserted] invincible [/inserted] arbiter (with spells disabled and 0 attack) and have it centering on the hero everytime the arbiter strays too far from the unit, then remove it after your spell ends. If you're in an area surrounded by higher terrain, you can avoid the sight range radius from the arbiter by unvisioning yourself and by using a neutral lurker following you owned by a visioned NPC.
[right][snapback]557242[/snapback][/right]

Report, edit, etc...Posted by Mp)MinigameEast on 2006-09-11 at 02:34:46
well.... i was thinking like. make an arbiter and remove it like

create
remove
wait 0
create
remove
wait 0
create
remove
wait 0
create
remove
wait 0

like a hyper trigger and preserve it at the end.

IMO i think you would see the arbitor flashing on the screen every 2 seconds.
Report, edit, etc...Posted by Laser_Dude on 2006-09-11 at 19:27:56
QUOTE(GoldenKnight @ Sep 10 2006, 06:25 PM)
You can't cloak arbiters without crashing or modding, so:
[right][snapback]558862[/snapback][/right]


Does disable enable enable not work anymore? I just figured out how to do that the other day!
Report, edit, etc...Posted by xmrxsiegecopx on 2006-09-11 at 19:44:50
QUOTE(laser_dude @ Sep 11 2006, 04:27 PM)
Does disable enable enable not work anymore? I just figured out how to do that the other day!
[right][snapback]559224[/snapback][/right]

Really, there isn't any point in cloaking an arbiter since it will delay the spell, besides, it does crash for me when you view the arbiter while it is being disabled.
Report, edit, etc...Posted by MoonlighTurtle on 2006-09-11 at 20:33:17
I don't believe arbiters could ever be cloaked without the use of a mod anyway.

http://www.staredit.net/index.php?tutorial=279
Report, edit, etc...Posted by Dragoon-elf on 2006-09-11 at 20:34:01
Alright thanks guys...I will try it out and see how it goes with the game...but the way my battle system works is that the enemies aren't shown on the map...it is a way like FFX and such...so the arbitor will only help on quests like I intended for it too...
Report, edit, etc...Posted by Kenoli on 2006-09-11 at 22:14:59
QUOTE(MoonlighTurtle)
I don't believe arbiters could ever be cloaked without the use of a mod anyway.
It used to be possible using player 121. In a previous patch version, the first unit placed for it would end up cloaked.
It worked on everything. Marines, Xel'Naga Temple, Arbiter, Start Location, etc.
But, even when an Arbiter is cloaked, you can still see it's shadow, and anyone can recognize an Arbiter shadow.

You cannot cloak an Arbiter by disabling it, all that does it crash the game.
Report, edit, etc...Posted by www.com.au on 2006-09-12 at 03:21:49
Golden Knight has named the easiest possible way to do it.

Blizzard has succesfully patched out anything interesting.
Report, edit, etc...Posted by Lord-Omega on 2006-09-12 at 10:34:51
yea i asked this 2, i dint ge very many replies, but i got it done, use the uh trigger set doodad state dealy
Report, edit, etc...Posted by Dragoon-elf on 2006-09-12 at 17:56:39
Yeah I suppose that way will do but I cannot do the invincibility b/c that is not how my game goes!
Report, edit, etc...Posted by O)Matt_Burch on 2006-09-12 at 22:26:47
er.. there is a way that will make certain units invisible.. but only ghosts/kerrigan can undo it, cuz basically it makes them use cloak, even tho they don't have the skill biggrin.gif. but if you have the ghost run out of energy it will be permanent for him.. I forgot how to undo it tho.. need to ask farty he made the way to do it. but hes going afk for a while.. i think it goes like this..


enable
give to a diff player (comp)
disable
move under fog
disable
move to where you want.
give back.

either that or its
disable
enable
enable..

*bugs:
Crashes on certain units
Crashes if see rock that is created under the fog.
Crashes if more than 1 is done at a time.

There is a better way I think, but i forgot how that went too, it's been a while since i was messing around with this.
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