Hey i'm looking for a way to detect and cloak units via triggers. But is it even possible?
None.
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.
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.
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.
An artist's depiction of an Extended Unit Death
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).
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.
Also, I want to cloak units that you can't normally cloak like a marine
The cloaking can be done using the disable-enable-enable method...
^ This.
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.
Arbiter trick still works on zerg units that can burrow.
None.
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.
An artist's depiction of an Extended Unit Death
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.
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.
An artist's depiction of an Extended Unit Death
I think Vrael was referring to
this.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.
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.
I think Vrael was referring to
this.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.
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.
But if there is an arbiter following the unit, how do I get the player from not selecting the arbiter?
None.
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.
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http://www.staredit.net/starcraft/Set_Doodad_Statehttp://www.staredit.net/starcraft/CloakingI 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?"
you mean using eud actions?
None.
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?"
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?