Cloaked units
Jan 9 2011, 6:40 pm
By: iCCup.xboi209  

Jan 9 2011, 6:40 pm iCCup.xboi209 Post #1



Hey i'm looking for a way to detect and cloak units via triggers. But is it even possible?



None.

Jan 9 2011, 7:42 pm Vrael Post #2



The cloaking can be done using the disable-enable-enable method, or the arb trick, but detecting cloak is a lot more difficult. What would be the purpose here, maybe theres an easier way?



None.

Jan 9 2011, 7:56 pm iCCup.xboi209 Post #3



I want it so that if you own a cloaked unit, you ally someone. I'm trying make it so that the unit won't auto attack somehow. Also, I want to cloak units that you can't normally cloak like a marine



None.

Jan 9 2011, 8:04 pm Raitaki Post #4



As Vrael said, some units can be cloaked by disabling. Also, units that have the Cloak ability (includes Dark Templars, since they perma cloak) don't auto-attack enemies unless they get attacked or you tell them to hold position. As for other units....I think they don't auto-attack if cloaked by an arb, but not so sure about cloaking by disabling tho.



None.

Jan 9 2011, 8:04 pm Roy Post #5

An artist's depiction of an Extended Unit Death

Quote from name:xboi209
I want it so that if you own a cloaked unit, you ally someone.
There's no easy implementation of this. You'll probably have to keep track of all cloaked units somehow, like a pixel location always following them (which doesn't work for fast, small units).
Quote from name:xboi209
I'm trying make it so that the unit won't auto attack somehow.
Change nearby units to a player that is either neutral or an ally to the player. Units that naturally cloak have AI that prevents auto-attack, but there's no way to simulate this without side effects.
Quote from name:xboi209
Also, I want to cloak units that you can't normally cloak like a marine
Quote from Vrael
The cloaking can be done using the disable-enable-enable method...
^ This.
Quote from Vrael
... or the arb trick...
The arbiter trick was patched. Thinking of a different exploit.

Post has been edited 1 time(s), last time on Jan 9 2011, 8:13 pm by Roy.




Jan 9 2011, 8:09 pm Vrael Post #6



Arbiter trick still works on zerg units that can burrow.



None.

Jan 9 2011, 8:15 pm Raitaki Post #7



Quote from Vrael
Arbiter trick still works on zerg units that can burrow.

But it makes the units perma cloaked, so you can't use it if you want the players to be able to uncloak their units.



None.

Jan 9 2011, 8:18 pm Roy Post #8

An artist's depiction of an Extended Unit Death

Quote from Raitaki
Quote from Vrael
Arbiter trick still works on zerg units that can burrow.

But it makes the units perma cloaked, so you can't use it if you want the players to be able to uncloak their units.
You can't really do anything other than carry around an arbiter if that's the limitation; d-e-e cannot be reversed.




Jan 9 2011, 8:22 pm Raitaki Post #9



Quote from Roy
Quote from Raitaki
Quote from Vrael
Arbiter trick still works on zerg units that can burrow.

But it makes the units perma cloaked, so you can't use it if you want the players to be able to uncloak their units.
You can't really do anything other than carry around an arbiter if that's the limitation; d-e-e cannot be reversed.

I think Vrael was referring to this.



None.

Jan 9 2011, 8:33 pm Roy Post #10

An artist's depiction of an Extended Unit Death

Quote from Raitaki
I think Vrael was referring to this.
Quote from Raitaki
But it makes the units perma cloaked, so you can't use it if you want the players to be able to uncloak their units.
Yes, that is the exploit Vrael is talking about. Two things:

1. Disable-Enable-Enable makes units permanently cloaked.
2. The arbiter trick does NOT make units permanently cloaked. Burrowing/unburrowing again will effectively remove the cloak from the unit.

Xboi obviously wants a system that uses a unit that cannot burrow (he mentioned a marine), so D-E-E would be the best system. If he needs the units to eventually de-cloak, he will have to resort to dragging an arbiter around, or do some complicated EUD system for preplaced units and have EUD Enabler required for the map.




Jan 9 2011, 8:47 pm Lanthanide Post #11



Actually you don't need to enable twice, just disabling and enabling is sufficient.

Also, sometimes a unit that is cloaked from disable-enable will result in a shadow still be visible by other players - eg with a muta, other players will see a shimmery/blurry muta outline and beneith a fully dark muta shadow that moves around, making it very obvious where the muta is. I think from a first-person perspective that doesn't matter if your enemies are CPU, but if they are other humans then it really isn't much of a 'cloak'.



None.

Jan 9 2011, 9:35 pm iCCup.xboi209 Post #12



Quote from Roy
Quote from Raitaki
I think Vrael was referring to this.
Quote from Raitaki
But it makes the units perma cloaked, so you can't use it if you want the players to be able to uncloak their units.
Yes, that is the exploit Vrael is talking about. Two things:

1. Disable-Enable-Enable makes units permanently cloaked.
2. The arbiter trick does NOT make units permanently cloaked. Burrowing/unburrowing again will effectively remove the cloak from the unit.

Xboi obviously wants a system that uses a unit that cannot burrow (he mentioned a marine), so D-E-E would be the best system. If he needs the units to eventually de-cloak, he will have to resort to dragging an arbiter around, or do some complicated EUD system for preplaced units and have EUD Enabler required for the map.
I guess i will have to have an arbiter dragging around, but if i use hyper triggers, what are the chances of someone seeing an arbiter constantly appearing and disappearing?



None.

Jan 9 2011, 9:48 pm Roy Post #13

An artist's depiction of an Extended Unit Death

It would be noticeable, because you'd have to keep the arbiter there for at least one trigger cycle (which I believe is 12 frames on fastest). Also, I'm not sure how long you can keep an arbiter away from a unit before the decloak takes effect.




Jan 9 2011, 10:01 pm iCCup.xboi209 Post #14



But if there is an arbiter following the unit, how do I get the player from not selecting the arbiter?



None.

Jan 9 2011, 10:14 pm Raitaki Post #15



If you simply keep creating and removing the arbiter for the player, he won't be able to select it, or do anything with it even if he does select it. Also, in the scenario where all thing fails and the arb doesn't get replaced quickly enough to avoid being noticeable, you can just make an invincible arbiter with 0 attack and constantly ordering it to move to where the player's unit is while giving it back and forth between the player and a comp player. If you do the second method, remember to use a different computer to give the arbiter to for each player (use P9+) to avoid the arbiters mixing up when 2 cloaked players go pass each other.

Also, with the first method, I'm pretty sure it's near impossible for other players to attack the cloaked unit without a detector even if the unit does become revealed in the gap between removing and creating the arbiter, but tanks and goliaths holding ground might be able to land a few hits here and there thanks to the fast reaction and shooting of their turrets.



None.

Jan 10 2011, 2:57 pm rockz Post #16

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/starcraft/Set_Doodad_State
http://www.staredit.net/starcraft/Cloaking

I wonder if it would be possible to make an eud trigger which either cloaks arbiters or removes their graphics?



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

Jan 10 2011, 10:53 pm iCCup.xboi209 Post #17



you mean using eud actions?



None.

Jan 10 2011, 11:45 pm rockz Post #18

ᴄʜᴇᴇsᴇ ɪᴛ!

yes. It's irrelevant to your question though, as actions are essentially modding.



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

Jan 10 2011, 11:46 pm NudeRaider Post #19

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

Well yes, because I don't know of a regular action that removes arbiter graphics or cloaks them. Do you?




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