Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Dark Templar Uncloak
Dark Templar Uncloak
Nov 30 2009, 5:56 pm
By: Pinky  

Nov 30 2009, 5:56 pm Pinky Post #1



Is it possible to uncloak any of the dark templars? I mean I am a player and I am fighting an enemy computer, I want an ability that makes the dark templars visible, is this doable? I do not want to do the share vision trick as there are multiple dark templars and I want to be able to select which one to vibilise.

Thanks for your time guys.



None.

Nov 30 2009, 6:03 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

http://www.staredit.net/topic/9068/

4. Thou shalt use the Wiki *, Search, and Google. You might find your answer before posting and thus not have to open a topic.
>> Locked




Dec 1 2009, 10:07 am NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Obviously I misunderstood his question. He PMed me
Quote from Pinky
My train of thought right now is creting some sort of detector for the player to be able to have vision of the Dark Templar
>> Reopened

PM summary:
Burrowed spider mines under the dt can kill the dt, but won't detect it.
Quote from Pinky
And I thought Spider Mines were detectors??
No, they are not detectors, but have the ability to somehow hit through cloaking.

Quote from Pinky
Maybe an observer instead...
Yes, that would work. I wouldn't know of any unit that is less conspicuous right now.




Dec 1 2009, 10:52 am Pinky Post #4



problem is when you get vision of that player you SEE the observer which is pretty ugly :S

is there a way to like share the vision for only a fraction of the second, enough to show the Dt but not the observer?

or what about creating and killing an observer, would the detection still linger? or does the dt immediately become invisible as soon as the observer dies?



None.

Dec 1 2009, 11:34 am NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

If I remember correctly detection updates when vision updates which happens about every 4 seconds. Which means it takes some time until detection comes into effect, but also lasts a bit. You should ask rockz about that. He's the vision update specialist. ;)
However a simple test would tell you that too.




Dec 1 2009, 4:15 pm rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

I don't have time right now to look into it, but search for "vision update" and posts by "rockz" for some details on how to change vision size. It would be the same concept, but you create/move an observer instead of a burrowed zergling. You'll probably have to keep the observer there a few trigger rounds.

edit:
Bad news.

Detection is really fickle. Each unit has its own "detection timer" or something like that, and each player can only set a detection timer to a visible status once per frame. It reminds me a lot of the leaderboard with its fickle updates. I think I might be able to time it just right so that you don't get vision of the observer, but I don't know if it will work for multiple cloaked units.

edit 2:
More bad news. Good news too.

The bad first: I can't get it to work.

The good: I can successfully get a cloaked unit to be invisible to you, but you control it for MOST of the time.

It seems cloaking works on a 300 frame cycle, with every 100 frames being a vision update frame. However, every 31 frames, it seems there is a detector update cycle as well. I think the best you can do is get a flicker effect to detect ONE invisible unit.

The problem arises because there's a half trigger cycle (ie, 1 frame) which also falls under the detection cycle. Suffice it to say, the best you can do is a flicker every 60 frames or so. I'm giving up on working on it. Should anyone want to continue my research, you may find it's MUCH easier to make the map yourself than learn from mine. Have a counter count to 150, and guess/check when to give the cloaked unit.

Post has been edited 3 time(s), last time on Dec 2 2009, 2:05 am by rockz.



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

Dec 2 2009, 2:30 am Pinky Post #7



Thanks for your time rockz.

I did some testing of my own, I tried giving the dark templar to a player you have vision to then putting it back quickly.

Now I get vision 100% of the time (I had it set up so i put a civ on a beacon to make the templar visible) but i only get detection 50% of the time. Not sure why this is...

Also the 50% it DOES detect it the DT is only visible for a second or so, not really the intended affect i want, which is prolonged detection.

my idea is a man is in a dark cave, and shit is attacking him (dark templar) but when he uses his torch ability, he can see them and fight back.
it looks like I will just have to name a Obserevr "*Torch*" and have it hovering over my player though.. unless anyone has any other ideas?



None.

Dec 2 2009, 2:38 am 13Stallion Post #8



the observer might not be a bad idea tho, might look ugly but it will work. Maybe you can somehow implement using a comsat station as a torch? I wonder if a computer ally will use the sensor sweep to detect detectors that are attacking ur character, if so then i think it would work well.



None.

Dec 2 2009, 3:27 am Roy Post #9

An artist's depiction of an Extended Unit Death

If you have a spare player slot for another computer, you could turn on vision for that spare computer. Then, when they come into the desired range/the player uses the torch ability, you give the templars to the visioned computer.




Dec 2 2009, 5:58 am NudeRaider Post #10

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Roy
If you have a spare player slot for another computer, you could turn on vision for that spare computer. Then, when they come into the desired range/the player uses the torch ability, you give the templars to the visioned computer.
I like this.

It's a perfect example why it's always a good idea to elaborate on the environment of your problem because someone might think of a completely different approach to the problem.




Dec 2 2009, 9:30 am Pinky Post #11



I like it too but I don't think its gonna work in my map... not without seroiusly changing some things up.
I think I will just stick with the observer thanks guys.



None.

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