Hello I'm new here and desperate for some help -- right now I need two things:
1. I want to use these as doodads in my map:
These are the construction stages of a terran supply depot. How can I place them in the map? Preferably, I'd like to make them non-clickable in-game; like they are just doodads really.
2. This one regards cloaking, which I know very little about. My idea is to use Arsenal III to give an enemy Goliath unit permanent cloaking, and I want the player to see it as a sort of spectral figure, a blur moving on the field. Do I have to mess with player vision or something to accomplish this last effect or will it be there by default? Will the player see anything at all?
Any help is appreciated!
None.
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
For 1. I think it's not possible but I'm not sure. Have you checked all the sprites in ScmDraft?
Goliaths can't be cloaked. If you try the game will crash. So either no cloaking, or you have to use another unit like a Marine or a Hydralisk. There's not many units you can cloak permanently.
For the blur effect you can just order observers on top of the unit. Wraith's should should work too if you need something fast.
Goliaths can't be cloacked even with arsenal IIIż :S
None.
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
What the hell is arsenal 3?
modding program.
Cloaked units distort anything below them (sometimes above them too, in the case of cloaked buildings). It will be there by default. However, this is Mapping assistance, not modding assistance, and so you can't cloak a goliath without an arbiter field.
The small sprite can be found under sprite -> unit -> terran -> buildings -> terran addon construction site.
You can also do a CC beginning sprite found right under that.
In order to display the recognizeable almost built supply depot, you'll have to place a disabled unit sprite of the supply depot. I think if you disable it via triggers as well, it will cloak properly and have normal building behavior (it will be cloaked, but will still be revealed, but you can't click on it. Once you see the cloaked version with a detector, it will disappear from normal view). It's also walkable due to disabled sprite effect. The middle units are for the most part unattainable unless you get a reliable way to force a computer to build a supply depot, and even then IDK if you can move it while not completely built.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Yeah I was wondering if this was the correct forum to ask these, my mistake. However if you guys can help could I ask a few more questions?
If the only way to cloak a Goliath is using arbiter field, is the following doable? It would use 2 allied computer slots, it's not supposed to be player controlled:
- give a protoss observer the arbiter field (by modding ofc)
- have the observer fly on top of the goliath wherever it goes
- when I want the goliath to uncloak I set a trigger to remove the observer
Would this work? I mean, I just need 1 cloaked goliath in the map, and it's computer controlled so there shouldn't be a lot of problems right?
The important thing is that I achieve two things: the blur effect -- which you said should be there by default, so no worries -- and when I remove the observer I want the goliath to uncloak with the proper animation and that woosh sound, as if it was actually cloaking itself, not just pop in front of me like those create unit triggers. Will this last bit happen ok as well?
As for the depot thing, the "almost built" structure is what I'd like the most, the middle parts would be nice to have but it's ok. The only part I don't understand is "you'll have to place a disabled unit sprite of the supply depot". Do you mean a sprite of a completed depot or the almost built one (which I don't have)? And a "disabled" unit sprite is just one of those already available in scmdraft right?
Sorry for all these questions, I really need this for my map. Oh and if the topic has to be closed/moved to modding section I wouldn't mind, I just want help.
None.
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
Keep in mind that everyone who wants to play your mod would need to download it from somewhere. Basically this makes your map not battle.net capable (at least not for anyone except your friends who have the mod). Are you sure you want this?
With modding you could just give a Goliath cloaked property. However to get all the side effects you want giving an Observer the Arbiter cloaking field would probably best. And yes, that should be doable with a mod (although I'm no modder so I can't be certain). Should I move the thread to the modding section?
Unit sprite of a regular depot. You can set it to disabled by opening the properties dialog for it by double-clicking it.
Would this work? I mean, I just need 1 cloaked goliath in the map, and it's computer controlled so there shouldn't be a lot of problems right?
The important thing is that I achieve two things: the blur effect -- which you said should be there by default, so no worries -- and when I remove the observer I want the goliath to uncloak with the proper animation and that woosh sound, as if it was actually cloaking itself, not just pop in front of me like those create unit triggers. Will this last bit happen ok as well?
You can actually use a workaround. Place a goliath in a far corner of the map under fog of war to the player, and have an arbiter over it. Then, use a cloaked wraith where the player has vision, and act like it's the goliath. When you want the goliath to appear, move it under the wraith, and then move the wraith to where the goliath was. The goliath will immediately uncloak and make a wooshing sound.
Possible problems: If the wraith is over un-walkable terrain more workaround solutions will be needed to prevent an "unplacable" message.
You could also use a perma-cloaked zerg ground unit in place of the wraith, but that just might be more work than what it's worth. This would avoid the whole wraith flying over impassable terrain.
None.
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
Cloaking Hydralisks isn't much of a problem using the disable-enable-enable trick.
Yeah I'd use the set disable-enable trick with a viable unit like a Hydralisk, but I need the Goliath to actually be there to attack with its own artillery, sound effects etc.
CecilSunkure your suggestion is very elegant but again I need the Goliath to attack while in its cloaked state, so I can't use another unit in its place...
Unit sprite of a regular depot. You can set it to disabled by opening the properties dialog for it by double-clicking it.
It worked. So simple, thanks!
Should I move the thread to the modding section?
Yes, I'd like that. Maybe someone there knows about cloaking with Arsenal3. Thanks again.
None.