Here is the trigger.
Condition:
Player 1 brings exactly 0 lightworker to lights.
elapsed scenario time is at most 20 game seconds.
Action:
remove all lightworker for player 1 at anywhere.
create 1 lightworker at LWRS1 for player 1. Apply Properties. (100 life, 100 mana, 100 shield, 0 resources, 0 hanger count, invincible and cloaked checkmarked.)
i want my civilians named lightworkers to be cloaked and when you try to pick em up they automaticly go back to where they were and i want them to cloak again.
None.
Unfortunately, the "cloaked" checkmark only works for units that naturally have the cloak ability, like wriaths and ghosts. Fortunately, some units can be cloaked via the "disable enable enable" method, but I don't think civilians are one of them. Check SEN's "cloak beacons" tutorial for the method. Also unfortunately, once a disable-enable-enabled's unit is cloaked, it is cloaked permanently. You could just try and hide an arbiter somewhere though.
None.
The checkmark thing only works for units that can normally cloak.
HOWEVER, there IS a way to cloak a majority of units in the game, and I'm pretty sure civs will work for it.
First create an isolated area that the player can't see. I'll call it "Cloaking location".
Player X is a computer player.
Conditions:
Player X brings at least 1 lightworker to Cloaking Location
Actions:
Disable doodad state for lightworker at Cloaking Location
Wait 0 miliseconds
Enable doodad state for lightworker at Cloaking Location
Wait 0 miliseconds
Enable doodad state for lightworker at Cloaking Location
Wait 0 miliseconds
Issue order for lightworker owned by Player X move to Wherever
Wait 0 miliseconds
Give 1 lightworker owned by Player X at Cloaking Location to (player you want the civ to go to).
Wait 0 miliseconds
Move 1 lightworker to Wherever
Preserve trigger
I THINK that's the order it goes in... and don't ask me why you enable it twice and what the 0 milisecond waits are for, that's just how I was taught to do it.
Also, this only works on one unit at a time. And don't try to disable an already-cloaked unit.
EDIT: Dangit, beaten to the punch. Although, yes, I'm pretty sure civs can be cloaked, like most terran infantry.
None.
does it have to be a computer player? because i got 6 players and 2 observers.
None.
just make it player 9-12 then after give it to a player
None.
http://www.staredit.net/wiki.php?article=cloaking_%28disabling%29_2Civs crash
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
well here is my map.
http://www.staredit.net/topic/9686/If anyone has any ideas on what i should do with the lights so you cant tell where people are please let me know. I tried using a dark templar it went crazy on me.
None.
Gah, dangit, just tested it. Yeah, civs crash. Odd, I remember getting them to cloak before... maybe it changes with various versions, like EUDs?
None.
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
Don't let transports enter the area, or give the civ to neutral as long as there's a transport.
Cloaking doesn't work against being loaded into a transport anyway since it's your own unit, so you'll still see it.
you can just use an arbiter on a hill nearby if you really want i cloaked.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"