Cloaking units!
Feb 1 2009, 7:28 am
By: youarenotworthy  

Feb 1 2009, 7:28 am youarenotworthy Post #1



I saw in tenebrous RPG that he cloaked the player's unit.

How do you go about doing that? I tried the beacon trick and replaced a beacon with a unit and to no avail. I know maybe I'm being lazy but can someone tell me how to do that? :)



None.

Feb 1 2009, 7:33 am Ultraviolet Post #2



I don't know the 'beacon trick' is, but the general way to cloak units and have them be capable of moving around and behaving normally is to Disable doodad state for that unit, then Enable it twice, then order it to move somewhere. A lot of units crash through this method though, so you'll have to do some testing to make sure it doesn't. Also, be aware that if you look at the unit while this is happening, it will crash.

Another potential method, that you can use with zerg units that are capable of burrowing is the arbiter trick. Basically you create a burrowed zerg unit, then create an arbiter on top of it and order it to move somewhere at the same time. This will cause a glitch that makes the unit permanently cloaked.





Feb 1 2009, 7:35 am youarenotworthy Post #3



Alright, I will try this in a bit. Thanks again. I'll come after you if it doesn't work, :D



None.

Feb 1 2009, 8:00 am youarenotworthy Post #4



Condition: Player 6 controls 1 unit
Actions:
Disable doodad state for protoss zealot for player 6 at location 6
Wait(100)
Enable doodad state for protoss zealot for plater 6 at location 6
Enable doodad state for protoss zealot for player 6 at location 6
Wait(100)
Move all protoss zealot for player 6 at location 6 to location 7.
Wait(100)
Give all unit owned by player 6 at location 7 to player 1.

Do I have to make player 1 see the unit before enabling again, just like I would for a beacon? (cloaking a beacon)



None.

Feb 1 2009, 8:10 am Ultraviolet Post #5



Don't move it, order it. Also, put a wait between the two enables, dunno if it makes a difference, but it can't hurt. Since you give the unit to player 1, he doesn't need to see it.




Feb 1 2009, 8:12 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

Buildings cloak differently from units. No, you don't have to make player 1 see it (especially since player 1 owns it, so he will see it).

Some units crash when disabled, and I don't know off the top of my head which ones do that. Open up tenebrous and see how he did it. Often times that is the best way to find out how someone did something.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 1 2009, 8:18 am youarenotworthy Post #7



Well, NerdyTerdy already helped me fix it. Thanks though, its just that Tenebrous RPG has a little too many triggers to look through. And he does the cloaking in multiple steps because of the way he does his spawning and respawning.



None.

Feb 2 2009, 5:13 am O)FaRTy1billion[MM] Post #8

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To the best of my knowledge the second enable (in any position) is entirely superfluous. Disable, Wait, Enable, Wait, Order should suffice.

(Though if you already have it working then it is useless to change it.)



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