Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Detecting Cloaked Units
[SOLVED] Detecting Cloaked Units
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Jun 6 2012, 2:52 pm
By: IAGG  

Jun 6 2012, 2:52 pm IAGG Post #1



I was wondering if it is possible to detect if a zergling or a hydralisk is cloaked???

Edit: Without something like... having an enemy unit without vision next to the zergling or hydralisk



None.

Jun 6 2012, 2:54 pm TF- Post #2

🤙🏾

Without EUD I think you can only see if a unit without detection moves to attack it or not.



🤙🏾

Jun 6 2012, 3:07 pm Biophysicist Post #3



Correct. The only known way to detect cloaking is to check if enemy units attack it or not.

...However, if it's a Hydralisk or Zergling, then you have to manually cloak it through triggers, right? Depending on what you have in mind, there might be another way. EDIT: Unless you mean cloaked by an Arbiter... I guess what I'm asking is how you intend to cloak the units, and what you intend to do with them.



None.

Jun 6 2012, 4:39 pm IAGG Post #4



Quote from Biophysicist
Correct. The only known way to detect cloaking is to check if enemy units attack it or not.

...However, if it's a Hydralisk or Zergling, then you have to manually cloak it through triggers, right? Depending on what you have in mind, there might be another way. EDIT: Unless you mean cloaked by an Arbiter... I guess what I'm asking is how you intend to cloak the units, and what you intend to do with them.

I wouldnt be able to disable the doodad state of them or it will crash so i intend to use the arb + burrow & unburrow method. Im not sure if it will be 100% exact everytime so i was going to see if i can check it the units cloaked or not so i can be sure.



None.

Jun 6 2012, 11:35 pm Roy Post #5

An artist's depiction of an Extended Unit Death

Disable-Enable-Move works for Zerglings, if you weren't already aware. For Hydralisks, you'll have to use the Arbiter burrow trick. As was already mentioned, the easiest way to detect a unit being cloaked is to see if a hostile unit moves to attack it.

Quote from IAGG
I'm not sure if it will be 100% exact everytime so i was going to see if i can check it the units cloaked or not so i can be sure.
Since it's the unburrowing that's the important part, you won't have to worry about varying burrow time (which is caused when a unit has to rotate to the correct facing direction to burrow). I think you can trigger this trick to a science.




Jun 6 2012, 11:42 pm Vrael Post #6



Just so you know, if you do it properly the unburrow+arb trick can work with a 100% success rate, making the 'check' you're asking about unnecessary. I use it in my map and it's never failed. Of course, you still have to be careful and make sure there's nothing that can interfere with the process, but if you get it to work correctly you won't need to check.



None.

Jun 7 2012, 3:19 am IAGG Post #7



Ok thanks for the info! Ill get it to work with those suggestions.



None.

Jun 15 2012, 3:47 pm JaFF Post #8



Just for the sake of sharing knowledge:

Either Lethal_Illusion or Kaias showed me a map they were working on a while ago that had near-instant cloak detection. I don't remember the details but essentially if you have a enemy computer unit in asome remote location and you run some (perhaps suicide mission? not sure but something thatr makes them more aggressive) script on him then the CPU unit will instantly move to attack the uncloaked unit. Then you just use motion detection. I don't know whether this will work if you have multiple available targets: perhaps the CPU will attempt to attack the nearest unit or perhaps it will asses all available targets by their parameters w.r.t. the attacking unit and pick the target based on some optimality function.

But yea, it's something interesting that perhaps someone may find useful.



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