Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: cloaking and shared vision
cloaking and shared vision
Apr 8 2008, 5:52 pm
By: okeee
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Apr 17 2008, 10:08 am NudeRaider Post #41

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

oh, sry. The protective effect is the only effect it can possibly have (except from impairing vision for humans).
When you create the Dark Swarm for P12 it will have it's protective effect and disappear after its regular time.
If you place it for other players it will not disappear but will also not prevent units from being hit.

As a side note, you cannot stack swarms when preplacing them.




May 30 2008, 9:53 am okeee Post #42



There are some enemy units I use cloak for, player2 and player 3 have cloaked units.

I use these 3 trigger for player1:

Execute AI script 'Turn ON Shared Vision for Player 2
Wait 0 milliseconds.
Execute AI script 'Turn OFF Shared Vision for Player 2

Execute AI script 'Turn ON Shared Vision for Player 3
Wait 0 milliseconds.
Execute AI script 'Turn OFF Shared Vision for Player 3

player1:
"some action" (nescessary)
wait 1000 ms
preserve trigger

Ususally, all enemy bases remain hidden. But sometimes, enemy 3 base is revealed. It looks like as if the fog of war was cleared around that base, so the position of the buildings is revealed.

Post has been edited 1 time(s), last time on May 30 2008, 2:08 pm by okeee.



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Ultraviolet -- zsnakezz
zsnakezz shouted: ultra you have any thought or notes on undead invasion?
I still haven't gotten a chance to play it yet unfortunately. I just downloaded, but today I'm working on a project with a deadline so won't be able to play it today
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zsnakezz -- ultra you have any thought or notes on undead invasion?
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