How to make Dark Templars Always Visible to All Players without using detectors, spells like plague (on them) and vision triggers?
I tried with "set doodad state" - it crashed SC.
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Do you want the players to be able to control it? I don't think that is possible. Placing a sprite you can get the still image of an uncloaked dark templar, but it will be that, a still image and not a unit.
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Do you want the players to be able to control it? I don't think that is possible. Placing a sprite you can get the still image of an uncloaked dark templar, but it will be that, a still image and not a unit.
Yes - this DTs should be able to control them by players.
Post has been edited 1 time(s), last time on Aug 27 2009, 3:51 pm by rockz. Reason: removing deleted quote
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kinda like the dark templars in spellswords?
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how do they do it in Spellswords?
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how do they do it in Spellswords?
Remisa simply shared vision between the players and gave it also to the computers.
You could parasite the unit with a computer player that you don't mind having players ally visioned with.
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I need to test whether or not vision works retroactively.
Player 1 (hero) has vision turned off for player 1-6, vision on for 7-8 (meaning he can see 7-8, but not himself).
Player 7 (enemy computer) has vision turned off for player 7, and vision on for everyone else.
Player 8 has vision for everyone.
Now, the question is if player 1 actually sees player 7's units, even though player 7 has no vision. If so, this is pointless. If not, that should mean that you can see cloaked, but you still have fog of war. I'm betting on the previous.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
I need to test whether or not vision works retroactively.
Player 1 (hero) has vision turned off for player 1-6, vision on for 7-8 (meaning he can see 7-8, but not himself).
Player 7 (enemy computer) has vision turned off for player 7, and vision on for everyone else.
Player 8 has vision for everyone.
Now, the question is if player 1 actually sees player 7's units, even though player 7 has no vision. If so, this is pointless. If not, that should mean that you can see cloaked, but you still have fog of war. I'm betting on the previous.
Vision doesn't work retroactively, if you mean it to ask if you acquire their previous exploration. Player 1 will receive player 7's vision as if he owned player 7's units despite player 7 not having vision with himself. When you receive someone's vision you only get it from their units and do not receive the vision of other players given to that player. Essentially, receiving vision from player 7 will not also give you the vision of the other players player 7 gets vision from.
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Recenter locations on all the DTs and move an allied zling under each one using hypers
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Recenter locations on all the DTs and move an allied zling under each one using hypers
If you want to effectively half its speed
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kinda like the dark templars in spellswords?
Can you give link to this map?
Recenter locations on all the DTs and move an allied zling under each one using hypers
Really works?
I will test this:)
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kinda like the dark templars in spellswords?
Can you give link to this map?
They merely had shared vision.
Recenter locations on all the DTs and move an allied zling under each one using hypers
Really works?
I will test this:)
I believe his intention was to show the Dark Templar's position by showing a burrowed unit underneath it. This requires all the Dark Templar involved to be unique however, isn't a real fix, and slows the Dark Templar's speed significantly.
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Ok I understand.
I need not position - I need to "allow" other computers and human players to attack it.
So this cannot be done and only vision is solution.
Thanks all.
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