Stacked Units
Aug 20 2009, 4:06 pm
By: New-Guy  

Aug 23 2009, 2:49 am rockz Post #21

ᴄʜᴇᴇsᴇ ɪᴛ!

I was under the impression that disabling also cloaks...



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

Aug 23 2009, 3:13 am New-Guy Post #22



Quote from rockz
I was under the impression that disabling also cloaks...
Then why isn't it cloaking when I do it?



None.

Aug 23 2009, 3:37 am Clokr_ Post #23



Quote from New-Guy
Quote from rockz
I was under the impression that disabling also cloaks...
Then why isn't it cloaking when I do it?

Can you select the marine? If not it is cloaked, if SC still displays the marine is because you have not detected it. Create / bring a detector near the marine for the human player, then remove the detector and then marine should dissapear.



?????

Aug 23 2009, 3:39 am New-Guy Post #24



Quote from Clokr_
Quote from New-Guy
Quote from rockz
I was under the impression that disabling also cloaks...
Then why isn't it cloaking when I do it?

Can you select the marine? If not it is cloaked, if SC still displays the marine is because you have not detected it. Create / bring a detector near the marine for the human player, then remove the detector and then marine should dissapear.
You know what? You're probably right.
I'm starting to fit the pieces of this puzzle together now. Thanks.



None.

Aug 23 2009, 4:08 am MadZombie Post #25



Not trying to hijack thread or anything but

Disabled sprite > Enable unit sprite > Order unit sprites into one area > Move unit sprite onto base stacked unit (for loveless's effect) > Create detector > remove detector = Cloaked stacked units?



None.

Aug 23 2009, 6:05 am Pyro682 Post #26



http://www.staredit.net/wiki/Cloaking_%28Disabling%29_2

Firebats may be cloaked also.

----EDIT----

Oh, snap, didn't see the second page.

At any rate, you can do this with Disabling. I tested it myself.



None.

Aug 23 2009, 6:27 am Heinermann Post #27

SDE, BWAPI owner, hacker.

Disabled (In sprite-unit option) is COMPLETE DIFFERENT from Disabled (via triggers).




Aug 23 2009, 4:14 pm New-Guy Post #28



Quote from Pyro682
http://www.staredit.net/wiki/Cloaking_%28Disabling%29_2

Firebats may be cloaked also.

----EDIT----

Oh, snap, didn't see the second page.

At any rate, you can do this with Disabling. I tested it myself.

This Wiki article helped me out a ton. Thanks.



None.

Aug 23 2009, 9:16 pm Falkoner Post #29



Stack it first, by enabling the preplaced sprite and ordering it, then you can use the basic Disable Enable Enable trick on it to cloak it.



None.

Aug 24 2009, 9:24 am JaFF Post #30



Just to add a bit of info to the pot, the stacked sprites behave differently on different terrain tilesets. LoveLess (the creator of the sprite battle system) once told me that their behavior is radically different on installation, for example. It was a long time ago, so it was probably a new patch, hence check it yourself regardless.

EDIT: Note that Heinermann says that's not true. Check to be sure.

Post has been edited 1 time(s), last time on Aug 24 2009, 10:32 am by JaFF.



None.

Aug 24 2009, 10:22 am Heinermann Post #31

SDE, BWAPI owner, hacker.

The behaviour is not different on other tilesets, and it never was.




Aug 24 2009, 10:36 am JaFF Post #32



Though I'm not questioning your knowledge on this matter, there must've been a reason why he couldn't get this working on installation after making it work perfectly for jungle.



None.

Aug 25 2009, 1:25 am Falkoner Post #33



I don't think behavior is different, although maybe I'm misinterpreting that, but I know that I was able to stack High Templar in Jungle, and when I tried to move it to my Installation map, the game would crash, whether it was the tileset, or just the map, I don't know.



None.

Aug 25 2009, 5:35 am Pyro682 Post #34



Quote from New-Guy
Quote from Pyro682
http://www.staredit.net/wiki/Cloaking_%28Disabling%29_2

Firebats may be cloaked also.

----EDIT----

Oh, snap, didn't see the second page.

At any rate, you can do this with Disabling. I tested it myself.

This Wiki article helped me out a ton. Thanks.

You're welcome. Be sure to check the entire wiki before posting questions. Most of the time, you can find your answer more quickly and easily than we can give it to you, providing you with a greater convenience in time.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
Please log in to shout.


Members Online: Roy, gaugeeshelton