Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Fog of War/undetectability Ability
[SOLVED] Fog of War/undetectability Ability
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Sep 16 2011, 3:28 pm
By: Caedo  

Sep 16 2011, 3:28 pm Caedo Post #1



I'm currently working on a special forces map and plan on adding special abilities to each Player's unit. With a Dark Templar as one of the units, I need an ability that allows him to be undetectable.

At one point I tried a following observer/location owned by the opposing force on a different map, but I kept getting wait blocked. If the observer was the only thing the enemies had (the map has overlords as well), I would just remove any of the detector units in the area. However, in this map I have already placed a bunch of invincible spore colonies that are staggered to detect any cloaked unit.

The main idea I had was just doing a fog of war trigger on a location for the enemy force, how would I go about doing that if possible?
If not, would there be a way to have a following location/observer without wait blocks so I can give them an observer?



None.

Sep 16 2011, 4:04 pm Roy Post #2

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Quote from Caedo
If not, would there be a way to have a following location/observer without wait blocks so I can give them an observer?
http://www.staredit.net/?p=oldwiki&s=20

Use a death counter timer instead of waits and it will remove the wait block problem.




Sep 16 2011, 4:17 pm jjf28 Post #3

Cartography Artisan

Also if you're using hypers make sure they're set correctly http://www.staredit.net/?p=oldwiki&s=1
that, and removing waits, should solve all wait blocks in multiplayer games. Though I am not certain what you hoped to accomplish with the observer following (Would this be the new method for all enemy detection purposes?)

What I think might be your best option (if you are going to keept the staggered detection) is to center a large location (size of vision of spores) on the DT repeatedly. When a spore colony/detector enters said location give the spores to p9, and when a spore colony for p9 is not at the location, give it back to its original player.

I would recommend that map revealers are placed to cover the same area the spores do, so the player with the spores doesn’t see a moving hole in his vision. You could also cover the spore color so the owner cannot see the spore on screen or on the minimap if you wanted to give no hints of where the DT is.

If it is in any way possible for your map, make note that invisible units are not detected by map revealers so you could share player 1-8's vision and have the unit belong to p9-12 and then just indirectly control the dt with a observer. somehow.

Post has been edited 4 time(s), last time on Sep 16 2011, 7:44 pm by jjf28.



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Sep 16 2011, 4:36 pm NudeRaider Post #4

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

You could also just expand his ability so that he instantly kills any detectors that come close to him as long as it's active. Not sure if this would be imba though.




Sep 18 2011, 7:46 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

I'm not 100% on this, but if you give away detectors every 30 frames, they will never detect anything.

The other option is to make the unit invincible. I'm assuming since it's a special forces map you don't have players to deal with, so an invincible unit is essentially an invisible unit (to a computer).



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

Sep 18 2011, 9:23 pm Caedo Post #6



Quote from rockz
I'm not 100% on this, but if you give away detectors every 30 frames, they will never detect anything.

The other option is to make the unit invincible. I'm assuming since it's a special forces map you don't have players to deal with, so an invincible unit is essentially an invisible unit (to a computer).

I like that idea, Now to establish a timer system that works, and I'll be golden, thanks for the idea Rockz.



None.

Sep 19 2011, 12:48 pm rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

I would test it out first. I don't have SC set up to test it out, sorry.

have a death counter count down from 30. Whenever it hits 0, turn off vision for the player with the detector. When it hits 30, turn on vision (ie next frame). Stick an observer next to a whole bunch of dark templars to see if it detects anything.

I could be completely incorrect. I never had much experience with preventing detectors from detecting, only making detecting units without giving vision.

Note that every 200 frames I think that the fog of war will flicker with this method, so it's not perfect.



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

Sep 19 2011, 2:34 pm Caedo Post #8



Oh my bad, I didn't clarify. I'll probably be using the shared vision, with the invincible timer. Those two coupled together will probably work. Thanks guys!



None.

Sep 19 2011, 7:58 pm rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

saw "timer" and thought of counting frames.

I know you probably don't need help on this, but this is how I would do the timer:

Always subtract 1 from a DC timer every trigger run. When the trigger to turn the invincibility on runs, set the DC to a certain number based on how long you want it. When the DC is 1 (or 0, but that trigger will run all the time), run turn invincibility back off.

If you're using hyper triggers, it's 12 DCs to a second. (on fastest, it's 8 DCs to a second on game time)
If you're not using hyper triggers, it's something else, like 1 DC to 1.5 seconds.



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

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