Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Disabling (Cloaking) Bunkers for multiple players
Disabling (Cloaking) Bunkers for multiple players
Jan 11 2015, 2:13 pm
By: Oh_Man  

Jan 11 2015, 2:13 pm Oh_Man Post #1

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Am I doing something wrong or what. I'm having trouble with cloaking bunkers for multiple players. They're being disabled, but not cloaked.

Triggers go like this:

P1/P2/P3 - human, P4 - computer

Give P4 bunker to P1
death counter
Give p1 bunker to p2
death counter
Give p2 bunker to P3
death counter
Give p3 bunker to P4


But only P1 has the bunker cloaked, p2 and p3 it's disabled only - not cloaked. Halp!




Jan 11 2015, 2:29 pm Oh_Man Post #2

Find Me On Discord (Brood War UMS Community & Staredit Network)

Okay I solved this - it had something to do with the intervals of the DCs. I had to increase them.




Jan 11 2015, 6:32 pm 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

IIRC you can only disable/cloak 1 unit per 1 or 2 trigger loops.




Jan 11 2015, 7:05 pm jjf28 Post #4

Cartography Artisan

Quote
IIRC you can only disable/cloak 1 unit per 1 or 2 trigger loops.

I successfully disabled/cloaked 4 bunkers in 1 trigger cycle in helms 8.4:





TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jan 15 2015, 6:49 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

You can only have a few units detected in a single frame, so the unit should be disabled, but may still show the building.

I believe 1 per frame per detector. Not sure how the whole thing works with shared vision, but I ran into some weird problems when trying to detect an entire map of cloaked bunkers, gave up, and just turned on shared vision then off again at frame 98 so as not to update the minimap.



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

Sep 5 2016, 1:41 pm Stranger Post #6



I was thinking of using disabled buildings recently to make them cloaked but can you help me confirm some stuff ?


- I know how to disable a building and make it cloak, it works !
However, how do I make the same for SEVERAL buildings in the same location ? I tried doing this in a location with 10 times the same building, but only 1 of them got disabled and cloaked by my trigger. Do you need more triggers or a preserve trigger instruction in the first one ?

- How do you disable / cloak a building (like a bunker) and make it walkable / not blockable ?

I tried searching on the forum but didn't find much about it, and some detailed articles seem to no longer exist.



None.

Sep 5 2016, 3:08 pm Dem0n Post #7

ᕕ( ᐛ )ᕗ

To do several buildings, you need to give the building to another player after it's disabled. So if you wanna disable barracks, do something like "Player X brings at least 1 Terran Barracks to location -> Disable doodad state for Terran Barracks at location, Give 1 Terran Barracks for Player X to Player Y." And then if you want, you can give them all back to Player X when Player X has 0 barracks in that location. So a proper trigger would be:

Code
Trigger("Player 1"){
Conditions:
    Bring("Player 1", "Terran Barracks", "Location 0", At least, 1);

Actions:
    Set Doodad State("Player 1", "Terran Barracks", "Location 0", disabled);
    Give Units to Player("Player 1", "Player 2", "Terran Barracks", 1, "Location 0");
    Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
    Bring("Player 1", "Terran Barracks", "Location 0", Exactly, 0);

Actions:
    Give Units to Player("Player 2", "Player 1", "Terran Barracks", All, "Location 0");
}


To make a cloaked building appear like it's not there, you just move it somewhere else. A trick with this is that if you have a bunch of stacked buildings somewhere, you can remove 1 of those buildings, and move the cloaked building to that location, and it'll successfully move there even though there are already buildings in that location. Once you move it, it won't appear at the spot that it was disabled.

..Or do you still want the building to be there but just walk through it? lel

Post has been edited 1 time(s), last time on Sep 5 2016, 3:18 pm by Dem0n.




Sep 5 2016, 3:08 pm jjf28 Post #8

Cartography Artisan

Potential solutions:
1.) You can use several locations
2.) You can try using one location and giving the buildings to p9 after each disable then back to the players after all of them are finished
3.) You can use two locations, one over all the buildings and one small location, move the small location over a building in the larger location, create a marker unit, then give the building to another player; repeat for every building to be disabled. Then move the small location over the marker unit, disable the building at the small location, remove the marker unit; repeat for every marker.




As for making buildings so they can be walked over - this is a quality of some disabled sprite units (aka unit sprites), in SCMDraft you can create unit sprites using the left tree, going into sprites, then unit sprites. Select the unit you're trying to make walk-through, place it, then right click and open up its properties; check "Active / Disabled (?)". Not every unit will become walk-through using this method.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Sep 5 2016, 3:51 pm Stranger Post #9



Thanks, I might try some stuff =)

Yeah, I wanted to use an invisible burning building so all you see is the fire, however it would be better if the building doesn't block movement, so ground units can go through it or even spawn on it.

How about a lifted Terran building ? Unless it makes SC crash if disabled (haven't check the unit/building list, but I guess it has chances to crash) ?



None.

Sep 5 2016, 9:11 pm rockz Post #10

ᴄʜᴇᴇsᴇ ɪᴛ!

most terran buildings work. I used cloaked factories to cover up a wall.

In order to have it disappear you need to be given vision of it. Not sure if moving the unit actually works. You don't have to actually be given full vision of it, just have it be detected once, which happens every 30 frames. Vision updates every 100 frames.



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

Sep 6 2016, 1:47 am Dem0n Post #11

ᕕ( ᐛ )ᕗ

Quote from Stranger
Yeah, I wanted to use an invisible burning building so all you see is the fire, however it would be better if the building doesn't block movement, so ground units can go through it or even spawn on it.
Yeah so to do that, just create a bunker, disable it, create an observer above it for like half a second, remove the observer, and then move the bunker, and the fire will stay in its original position.

Post has been edited 1 time(s), last time on Sep 13 2016, 7:15 pm by rockz. Reason: fixed quote tag :D




Sep 6 2016, 7:11 am Stranger Post #12



Cool ! Thanks guys =)

I'm planning to put some of those and set them on fire as soon as it detects a nearby fire spell, explosion or something. Much like in Lethal_Illusion's Elementa map.



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