Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Cloaked Air Units
Cloaked Air Units
Jan 13 2008, 5:37 pm
By: Ultraviolet  

Jan 13 2008, 5:37 pm Ultraviolet Post #1



Basically I want to know which (if any) air units are cloakable via the disable-enable-enable trick.

Edit:

Ones That Work:
Mutalisk
Guardian
Queen
Devourer
Scourge
Matriarch (Queen)
Kukulza (Mutalisk)
Kukulza (Guardian)

Ones That Don't Work:

C=Crash on game start S=Crash on sight

Overlord C
Yggdrasill (Overlord) C
Wraith S
Science Vessel S
Dropship S
Valkyrie C
Tom Kazansky (Wraith) S
Magellan (Science Vessel) S
Corsair C
Shuttle C
Scout C
Arbiter C
Carrier S
Observer (for teh lulz) C
Mojo (Scout) C
Gantrithor (Carrier) S
Danimoth (Arbiter) C
Artanis (Scout) C

Other:
Battlecruiser Completely invisible at first, after being ordered to move showed up, but moved awkwardly, followed by a crash
Hyperion Same as other Battlecruiser, erratic crashes
Norad II Same as other Battlecruisers

Concluded research on zerg, all except overlord class work.
Concluded research on terran, none work consistently. >_<
Concluded research on protoss, none work consistently. >_<

Overall the research was fairly disappointing. Ah well.


Post has been edited 27 time(s), last time on Jan 14 2008, 12:58 am by NerdyTerdy.




Jan 13 2008, 9:56 pm Falkoner Post #2



Even if Maplantis was up, I don't believe anyone has made a good list about Disable-Enable-Enable, just disable. And I'm wondering, about your tests, do you order them somewhere, then move them into your vision? Or do you order them into the vision? Because I've found that they are still visible, but you cannot select them when you just order them into the vision, they only cloak when they stop doing their first order.



None.

Jan 13 2008, 10:02 pm rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

Don't forget Unit Sprites.



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

Jan 13 2008, 11:27 pm Ultraviolet Post #4



Quote from Falkoner
Even if Maplantis was up, I don't believe anyone has made a good list about Disable-Enable-Enable, just disable. And I'm wondering, about your tests, do you order them somewhere, then move them into your vision? Or do you order them into the vision? Because I've found that they are still visible, but you cannot select them when you just order them into the vision, they only cloak when they stop doing their first order.

I order them somewhere and then move my screen onto them. If they don't immediately crash I move them around in some circles and stuff to try to eliminate any of the ones that will crash like the bc did.




Jan 13 2008, 11:38 pm Falkoner Post #5



Okay then, keep up the good work, soldier :P

And the unit sprites do the same thing, except you can stack them.

Ya know what's really neat? Zerg ground units, when you cloak them like this, they stay cloaked, even when burrowed then unburrowed, they just pop up uncloaked for a split second.

Post has been edited 1 time(s), last time on Jan 13 2008, 11:53 pm by Falkoner.



None.

Jan 14 2008, 12:57 am Ultraviolet Post #6



Quote from Falkoner
Okay then, keep up the good work, soldier :P

And the unit sprites do the same thing, except you can stack them.

Ya know what's really neat? Zerg ground units, when you cloak them like this, they stay cloaked, even when burrowed then unburrowed, they just pop up uncloaked for a split second.

Research regarding air units finished. Omitted ones that can't be created via triggers. Assuming results would be crashes anyway since they are terran and protoss units.




Jan 14 2008, 3:35 am Joshgt2 Post #7



I can't seem to remember the trick right now but isn't there a trigger with a Protoss Arbiter that allows the Zerg units to be cloaked if something is done to them.... I can't seem to remember right now what exactly it was but it was a well known trick I believe for cloaking your Zerg units I think



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Jan 14 2008, 4:39 am O)FaRTy1billion[MM] Post #8

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Quote from NerdyTerdy
Battlecruiser Completely invisible at first, after being ordered to move showed up, but moved awkwardly, followed by a crash
You can move it in certain directions safely. I think it is right...
I've done a lot of testing with disable/enable/enable, but for some reason I never thought to record it all. The only recording I have is this, which is just a list of units that crashed in a specific test I did. Some of them, you will find, can be cloaked.

There is a lot of variables that I am not fully aware of in this. Sometimes certain units will cloak properly, other times they will crash (most notable are the archons.) I've also had it where they will crash even though I'd already tested them in the same map, but just moved where I actually cloak them (although I cannot conclude that it wasn't faulty triggering or design.)

Quote from Joshgt
I can't seem to remember the trick right now but isn't there a trigger with a Protoss Arbiter that allows the Zerg units to be cloaked if something is done to them.... I can't seem to remember right now what exactly it was but it was a well known trick I believe for cloaking your Zerg units I think
The burrow trick? It can be done with triggers, though it does not have a perfect success rate.



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Jan 15 2008, 5:52 am rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Joshgt
I can't seem to remember the trick right now but isn't there a trigger with a Protoss Arbiter that allows the Zerg units to be cloaked if something is done to them.... I can't seem to remember right now what exactly it was but it was a well known trick I believe for cloaking your Zerg units I think

You have to have a zerg unit unburrow as soon as it enters an arbiter's cloaking field. Kenoli did it with a map some time ago. Haven't they patched it yet though?



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

Jan 15 2008, 7:41 am candle12345 Post #10



It's too unlikely to be classed as an exploit [You have to be playing in an important match, as protoss, and mind control the opponents drone/zergling, then you have to spend about 5 minutes cloaking it. Finally, once oyu cloak it. You have a zergling that can't be seen. Big woop, since your fighting a zerg guy, it's likely that the zergling is gunna die pretty fast anyway.]

Getting the damned thing will be time consuming, concnetration consuming, and the end effect is hardly dangerous.



None.

Jan 15 2008, 11:28 am Falkoner Post #11



Spend 5 minutes cloaking it? It's quite simple, I got that cloaking down to under 20 seconds :P

It was stacking that always got me, I sometimes could get it in one try, or sometimes it'd take ten, but I guess that doesn't matter now :P



None.

Jan 15 2008, 5:46 pm rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

I'm talking about cloaking via triggers.



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

Jan 15 2008, 5:51 pm Ryan Post #13



Maybe you could have an Arbiter and a Zergling owned by a computer player, or a normal player,
and then have the Arbiter move towards the Zergling? Then time it perfectly so the Zergling moves to a location placed over itself so that it unburrows as soon as it enters the Arbiters cloaking field?

Idk, that just came off the top of my head. I didn't test it, so it probably won't work.




None.

Jan 15 2008, 5:54 pm rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

It's something along the lines of create a zergling under an arbiter and have it unburrow immediately. No movement involved.



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

Jan 15 2008, 9:23 pm Twitch Post #15



I know there are other ways to get the wraith and hero wraith to be permently cloaked.Also for ghost's and infested kerri.You just say create for a computer with cloak reaserched.Then say always set energy for all players on unit to 100.Then say when player whoever has unit give to player etc...
Just make sure the humans don't have cloak.

I can't explain it to easy but,I think you get the point :/.



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