Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: cloaked unit Detectors
cloaked unit Detectors
Jan 4 2008, 8:01 am
By: shadow.wraith  

Jan 4 2008, 8:01 am shadow.wraith Post #1



i want to know if there are any "Ground" units that can be changed "not modded" but some how changed so that they can detect cloaked units. mabe sprites and the flags u can set them with?



None.

Jan 4 2008, 9:28 am y10k Post #2



No, i think there arent any.



None.

Jan 4 2008, 10:32 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

Yet there's no known method. But disabled/enabled unit sprites aren't researched very well. Good luck with your search. Post your results here, thx.

The next best thing you can do is to blind/restore a missile or floor gun trap.




Jan 4 2008, 12:03 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Traps are not immobile and they are detectors.
You can move them with an arbiter's recall.
Not the best thing, or?^^




Jan 4 2008, 4:24 pm Falkoner Post #5



You could make a trigger that makes the trap follow a unit, such as a zergling, and you could even cloak the zergling with disable wait enable wait enable order, if you wanted an invisible detector.



None.

Jan 4 2008, 7:40 pm Sie_Sayoka Post #6



traps dont move around... as ahli said they can only move with recall



None.

Jan 4 2008, 10:27 pm Pyro682 Post #7



If moving the trap with the triggers doesnt work, then

You can have a constant recall... It may not look pretty, but what you CAN do, is have a computer arbiter in the top left hand corner of the map. Time it out to have it continuously recall the Unit that you want to be the "Detector."As soon as the opening portal closes, you can Teleport the arbiter ontop of the unit that is the "Detector." Have the portal open, and then have the trap appear, and then teleport the arbiter back to its top left hand corner spot, and then preserve trigger. It can be easily accomplished using Wait commands, the Recall AI script, and teleporting.
The tricky part is the timing.

You will have a Blue Circle ontop of your unit every 2 seconds...

You can always Constantly Teleport an Observer ontop of a ground unit.... But that wont work if you want the ground unit because of a cliff, because Observers are flying.

Why do you want it to be ground? If you tell us, i bet we can come up with an alternative.



None.

Jan 5 2008, 2:14 am Riney Post #8

Thigh high affectionado

However if you keep recalling, the first one will cancle and you'll have a big mess. Just go research sprites nao.



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Jan 5 2008, 5:45 am Sie_Sayoka Post #9



Another thing you can do is just have a trap grid and have it activate when the unit is near.



None.

Jan 5 2008, 5:50 am Pyro682 Post #10



Dark marine... if you were reading correctly, i said Time it correctly.
Using Wait triggers-
U CAN time it out perfectly so all there is is a constant recalling of a Trap from the Unit's old place to the unit's current location.



None.

Jan 5 2008, 7:18 am Moose Post #11

We live in a society.

What's all this about recall? When did the move trigger stop working on traps?
:dontgetit:




Jan 5 2008, 7:32 am shadow.wraith Post #12



i dont think it ever did stop working... but lol i want as clean of an operation as possible... so i'm blinking an ob for a allied comp on my unit and haveing it turn so that it's 3 arms on the back are always inline with the direction my unit is looking. "I'm lovein it?" no.. but i'm still open to more advice. :)



None.

Jan 5 2008, 4:21 pm Falkoner Post #13



Yeah, I was thinking the same thing, Moose, but I was too lazy to test it out :P

Also, recall is a stupid idea. What's the point in having it be invisible then, if your just going to constantly have this swirling vortex around it..



None.

Jan 5 2008, 10:48 pm Riney Post #14

Thigh high affectionado

Swirling vortex's are for killing off evil people >:D



Riney#6948 on Discord.
Riney on Steam (Steam)
@RineyCat on Twitter

-- Updated as of December 2021 --

Jan 5 2008, 11:06 pm Ahli Post #15

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

it was just a solution....
he asked for a ground unit whose detector ability can be disabled...
optical flares can disable trap's detector ability and traps are moveable with recall.

he should better ask for the effect he wants to have.
recall does not kill evil people.... it just kills bounders




Jan 7 2008, 10:56 pm Falkoner Post #16



To disable the detectors ability, you just stop moving the trap onto the unit..



None.

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