Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Cloaked, Disabled Mutalisks
Cloaked, Disabled Mutalisks
Sep 7 2007, 11:16 am
By: Ateo  

Sep 7 2007, 11:16 am Ateo Post #1



Hi... I need to know the triggers required to get cloaked and disabled mutas onto my map... I saw this done once in a map... I'm thinking its a disable/enable/enable trick...but I'm not too familiar with that and I have only heard it being tossed around...anyone willing to share the method?



None.

Sep 7 2007, 11:17 am Ultraviolet Post #2



Disable, enable, enable, then move to any location, with waits of like 100ms inbetween. I've never seen it work with mutas, but then again I've never tried on mutas.




Sep 7 2007, 11:34 am Clokr_ Post #3



There was a list of the units where it worked. However that was on a tutorial on SENv4...



?????

Sep 7 2007, 12:49 pm Falkoner Post #4



You mean this disable list?

Code
Disable List


StarForge, SCMDraft2, or SCXE is required.
Use the action "Set Doodad State".
KEY:
1.Disabled Drone And Build Any Building And It Will Be Cloaked
2.Has Animation (Can't Move)
3.(Moveable) Disable Enable Enable
4.Crash (No Matter What You Do)
5.Cloakable (Can't Move)
6.When Building Is Already Lifted
7.If You Do The Number 3 Way It Will Work But Its Completely Cloaked
That It Looks Like Its Not Even There At All, If You Move It Then
It Will Crash (Better Off Giving It To A Computer Player Ally)
8.If You Do The Number 3 Way It Will Work But Don't Move It Downward
Or Else It Will Crash (Better Off Giving It To A Computer Player Ally)
9.Can't Move But Unit Still Attacks
10.Cloakable Unpowered (Requires Pylon In The Beginning Of The Map
Then Just Remove It If You Want For Permanent Cloak)
11.Cloakable Powered (Need Pylon)(If You Disable The Second Time With
Any Trigger That Makes It Disable It Will Be Powered With Cloak)
12.Cloakable (Follow Trigger) Current Player Brings At Least 1 Random
Building 1 At Location 1.... Remove Random Building 1 At Location 1....
Create Random Building 2 At Location 2 For Computer Player....
Move Random Building 2 From Location 2 To Location 1.... Remove
Random Building 1 At Location 1... Give Random Building 2 From Computer
Player To Current Player At Location 1.... Disable Random Building 2
At Location 1 For Current Player
13.Cloaked Drone And Build Cloaked Buildings (Arbiter Trick)
14.Cloaked Zerg Units That Burrow (Arbiter Trick)
15.Doesn't Do Anything

--TERRAN GROUND UNITS-

Marine - 2, 3
Firebat - 3, 5
Ghost - 2, 3
Medic - 4
Vulture - 4
Goliath - 4
Tank (Tank Mode) - 2
Tank (Siege Mode) - 4
SCV - 3
Spider Mine - When "Burrowing" Looks Cloaked, When "Burrowed" Looks Normal
Nuke - 5


--TERRAN AIR UNITS-

Wraith - 4
Science Vessel - 7
Dropship - 7
Battlecruiser - 3
Valkyrie - 4


--TERRAN HERO UNITS-

Gui Montag Firebat - 3, 5
Civilian - 4
Sarah Kerrigan Ghost - 3, 5
Alan Schezar Goliath - 4
Jim Raynor Vulture - 4
Jim Raynor Marine - 2, 3
Tom Kazansky Wraith - 4
Magellan Science Vessel - 4
Edmund Duke Siege Tank (Tank Mode) - 2
Edmund Duke Siege Tank (Siege Mode) - 4
Arcturus Mengsk Battlecruiser - 4
Hyperion Battlecruiser - 8
Norad II Battlecruiser - 8
Samir Duran Ghost - 2, 3
Alexei Stukov Ghost - 2, 3
Gerard Dugalle Battlecruiser - 4


--TERRAN BUILDINGS-

Command Center - 4
Supply Depot - 5 - Fans Stop Working - Still Gives Supplies
Refinery - 4
Barracks - 5, 6 - Even though It Shows The "Lift Off" Button It Doesn't Lift Off
Academy - 4
Factory - 5, 6 - Even though It Shows The "Lift Off" Button It Doesn't Lift Off
Starport - 4
Science Facility - 4
Engineering Bay - 5, 6 - Even though It Shows The "Lift Off" Button It Doesn't Lift Off
Armory - 4
Missile Turret - 4
Bunker - 5 - Even though It Shows The "Load" And "Unload" Button It Doesn't Load Or Unload


--TERRAN ADD-ONS-

Comsat Station - 4
N. Silo - 5
C. Tower - 5
Covert Ops - 4
Physics Lab - 4
Machine Shop - 5


--TERRAN SPECIAL FEATURES-

Norad II (Crashed) - 4
Ion Cannon - 5
Psi Disrupter - 4
Power Generator - 4


--PROTOSS GROUND UNITS-

Dark Templar - 3 - Don’t Even Do This Because Its Already Cloaked
Dark Archon - 4
Probe - 4
Zealot - 4
Dragoon - 3
High Templar - 3 - If You Morph 2 Cloaked High Templars Then The Archon Will Be
Also Cloaked
Archon - 4
Reaver - 5 - Don’t Create To Much Or You Will Crash - Scarabs Freeze At A Location
Or Inside The Reaver So You Can't Make No More
Scarab - 4


--PROTOSS AIR UNITS-

Corsair - 4
Shuttle - 4
Scout - 4
Arbiter - 4
Carrier - 4
Interceptor - 5 - Don’t Create To Much Or You Will Crash - Interceptors
Freeze At A Location Or Inside The Carrier So You Can't Make No More
Observer - 4


--PROTOSS HERO UNITS-

Dark Templar Hero - 3
Zeratul Dark Templar - 3
Tassadar/Zeratul Archon - 4
Fenix Zealot - 4
Fenix Dragoon - 3
Tassadar Templar - 3
Mojo Scout - 4
Warbringer Reaver - 4
Gantrithor Carrier - 4
Danimoth Arbiter - 4
Aldaris Templar - 3 - Even Though You Cant Create Him Just Put Him
In The Location That Can Be Cloaked And Order To Move At The Same Time
Artanis Scout - 4
Raszagal Corsair - 4


--PROTOSS BUILDINGS-

Note: Since Some buildings Require Pylon's Psi All Buildings Were Tested New Pylons

Nexus - 4
Robotics F. - 10, 11, 12
Pylon - 4
Assimilator - 5,12
Observatory - 10, 11, 12
Gateway - 10, 11, 12
Photon Cannon - 9, 11, 12
Citadel Of Adun - 10, 11, 12
Cybernetics Core - 10, 11, 12
Forge - 10, 11, 12
Stargate - 10, 11, 12
Fleet Beacon - 10, 11, 12
Arbitor Tribunal - 10, 11, 12
Robotics Support Bay - 10, 11, 12


--PROTOSS SPECIAL FEATURES-

Khaydarin Crystal Formation - 5 - Don't Do Another Disable Trigger Or The Khaydarin
Will Produce That Crashing Sprite
Temple - 5 - Don't Do Another Disable Trigger Or The Temple Will Produce That
Crashing Sprite
Xel'Naga Temple - 4
Warp Gate - 4
Statis Cell P. - 5 - Don't Do Another Disable Trigger Or The Stasis Cell Will
Produce That Crashing Sprite


--ZERG GROUND UNITS-

Larva - 4
Egg - 5 - Totally Disappears Just Leaves Its Shadow
Lurker Egg - 4
Zergling - 3, 14
Hydralisk - 3, 14
Ultralisk - 4
Broodling - 5 - It's Cloaked That You Cant See It Yourself
Drone - 3, 14
Defiler - 3, 14
Infested Terran - 3
Lurker - 14


--ZERG AIR UNITS-

Overlord - 4
Mutalisk - 3
Guardian - 3
Devourer - 3
Queen - 3
Scourge - 4
Cocoon - 4


--ZERG HERO UNITS-

Torrasque Ultralisk - 4
Matriarch Queen - 3
Infested Kerrigan - 4
Unclean One Defiler - 14
Hunter Killer Hydralisk - 14
Devouring One Zergling - 3, 14
Kukulza Mutalisk - 3
Kukulza Guardian - 3
Yggdrasill Overlord - 4
Infested Duran - 2, 3


--ZERG BUILDINGS-

Infested Command Center - 4
Hatchery - 1
Lair - 1
Hive - 1
Nydus Canal - 1, 13 - If You Build Another Nydus Canal With
The First Nydus... It Will Not Cloak
Hydralisk Den - 1, 13
Defiler Mound - 1, 13
Greater Spire - 1, 13
Queen's Nest - 1, 13
Evolution Chamber - 1, 13
Ultralisk Cavern - 1, 13
Spire - 1, 13
Spawning Pool - 1, 13
Creep Colony - 1
Extractor - 4


--ZERG SPECIAL FEATURES-

Mature Chrysalis - 4
Cerebrate & Daggoth - 4
Overmind Cocoon - 4
Overmind (with Shell) - 5
Overmind - 4


--BEACONS-

All Beacons - 5
All Flag Beacons - 5 - Even though It Show The Replace It Doesn't Do It


--SKIPPED TRAPS AND DOORS-

Because It's Blizzard Stuff You Know Doors Will Open And Traps Will Not Work

--POWERUPS-

Uraj Crystal - 5
Khalis Crystal - 5
Flag - 15
Young Chrysalis - 5
Psi Emitter - 5
Data Disk - 5
Khaydarin Crystal - 5
Mineral Chunk 1 & 2 - 5
Vespene Gas Orb 1 & 2 - 5
Vespene Gas Sac 1 & 2 - 5
Vespene Gas Tank 1 & 2 - 5


--RESOURCES-

All Mineral Field - 4
Vespene Geyser - 4 - If You Disable The Assimilator...
Then The Vespene Geyser Will Be Cloaked And You Will See Only
The Gas Shooting Out


--CRITTERS-
Rhynadon - 4
Bengalass - 4
Scantid - 4
Kakaru - 4
Ragnasaur - 4
Ursadon - 3


--SPELLS-

Scanner Sweep - 4
Dark Swarm - 15
Disruption Web - 15



Looks like according to these results the mutalisk is only moveable, I don't think it cloaked. What map is it where you saw a cloaked mutalisk?



None.

Sep 7 2007, 1:12 pm Ateo Post #5



http://www.maplantis.org/index.php?topic=1511;skip=0

Um, its here actually...

and I just realized that alot of things on maplantis gets crossposted here...so I should have asked the creator himself :><: ...but I don't have an account there...so I guess I'll sign up there too...



None.

Sep 8 2007, 3:51 pm Fallen Post #6



Falknor wouldnt of it just been easier to send him to your site :><: since you have it there too



None.

Sep 8 2007, 11:27 pm Falkoner Post #7



I actually don't, that's the sprite disable list, not the unit disable list, and if you think I was posting it for extra minerals, that's what the <code> tags are for.

Can you show me a screenshot of the mutalisk? Sorry, I'm too lazy to actually play it myself.



None.

Sep 9 2007, 2:48 am JaBoK Post #8



The creator has an arbiter with the mutas emirite?



None.

Sep 9 2007, 4:08 am Ultraviolet Post #9



Quote from JaBoK
The creator has an arbiter with the mutas emirite?

Yeah, that's a possibility you always have to consider. Terribly inconvenient, but it can work.




Sep 9 2007, 6:29 pm Clokr_ Post #10



Quote from Falkoner
I actually don't, that's the sprite disable list, not the unit disable list, and if you think I was posting it for extra minerals, that's what the &lt;code&gt; tags are for.

Are you sure that that's just a sprite disable list?



?????

Sep 9 2007, 9:11 pm Falkoner Post #11



The one I posted was a unit list, the one on my website is a sprite disable list, more up to date than DeathKnight's.



None.

Sep 10 2007, 4:28 am Ateo Post #12



Sorry, what is the significance of having an arbiter in this trick?



None.

Sep 10 2007, 4:42 am A_of-s_t Post #13

aka idmontie

Quote from MalFunkShun
Sorry, what is the significance of having an arbiter in this trick?
For quality map making and professionalism. I really don't see why you would post such a ludicrous statement.



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Sep 10 2007, 4:59 am Ateo Post #14



No... thats not what I mean... I meant that having an arbiter seems to allow you to do something to permanently cloak the mutalisks, even when not under the arbiter...

What I want to know is how.

:flamer:

Post has been edited 3 time(s), last time on Sep 10 2007, 5:11 am by MalFunkShun. Reason: Just incase some people still don't get it.



None.

Sep 10 2007, 8:36 am Clokr_ Post #15



Quote from MalFunkShun
No... thats not what I mean... I meant that having an arbiter seems to allow you to do something to permanently cloak the mutalisks, even when not under the arbiter...

What I want to know is how.

:flamer:

I believe that what he meant is that the mutalisk could always have an arbiter around in a not visible area, so there would be no trick at all.



?????

Sep 10 2007, 1:12 pm Falkoner Post #16



I'm betting that whenever you see the mutalisk there is an arbiter up on a cliff somewhere.



None.

Sep 10 2007, 4:04 pm DaMiNaToR Post #17



I wonder if it would be possible to constantly move arbiters next to the muta then move them out of site to keep a permanent cloak on it without the player actually seeing the arbiter. If you couldn't do it fast enough to keep them from seeing the arbiter, you could have an explosion when you teleport it away so it looks like you let them see the arbiter on purpose.



None.

Sep 10 2007, 10:30 pm Falkoner Post #18



I just tested it. They would see the arbiter flash a bit, and the cloak wouldn't work since he isn't there most of the time.



None.

Sep 11 2007, 4:05 am Ateo Post #19



What I do know is that if you have a storage area for the arbiters and the mutas, the arbiters will cloak the mutalisks...so use a trigger to move the mutas over to your desired location...and then move them back to the storage once they begin to decloak (they don't decloak immediately, it takes about 1 second for them to do so)...

That's my solution...for now...



None.

Sep 11 2007, 8:55 pm Vi3t-X Post #20



Hmm, seems reasonable, Ill try it



None.

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