Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Cloak Any Unit Without Arbiter(No Trigger)
Cloak Any Unit Without Arbiter(No Trigger)
Jan 14 2008, 12:19 pm
By: Maps  

Jan 14 2008, 12:19 pm Maps Post #1



How to Cloak Any Unit Without Arbiter(No Trigger)

1. Load Map (Use StarForge Editor)

2. Put Unit and drag unit.

3. Press Enter (then open properties) and rewrite Unit ID. (e.g. Marine Unit ID : 0, then You Change Number -> 4136)
(this unit will see scourge, but it is only starforge.)

4. Save And test map (You'll see sight without any unit. if you drag any unit and approached it this site, then it will cloaked.)

this unit is Korean Map Makers called "code unit".
if you use this "code unit", then you'll make your map very interesting.

my english grammar isn't good.
But i hope that you understand what i say.
good bye.

Attachments:
codeunit.jpg
Hits: 52 Size: 85.01kb



None.

Jan 14 2008, 6:04 pm Falkoner Post #2



I'm at my school right now, did this work for anyone? I assume it's either just not there, or it crashes, can someone tell?



None.

Jan 14 2008, 9:44 pm O)FaRTy1billion[MM] Post #3

👻 👾 👽 💪

Are you sure about the unit type? I tried 4136 and StarForge showed a mineral patch. In SC nothing happened.



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Jan 14 2008, 9:59 pm lil-Inferno Post #4

Just here for the pie

Wouldn't this go in UMS theories and Ideas? Nice discovery by the way if it works, I haven't tested it because I'm on my laptop and SC is on my PC :/ .




Jan 14 2008, 10:12 pm Falkoner Post #5



I think he means that it turns into an invisible arbiter... Lemme test real quick..

Nada, I didn't see a thing, just as I expected. And that spot didn't cloak either, so I don't think it works, at least not in this patch.

Oh, and I did get a scourge when I changed it.



None.

Jan 14 2008, 10:54 pm who Post #6



woops, delete this post.



None.

Jan 15 2008, 5:44 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

Post the map, then we can actually do it...



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

Jan 15 2008, 11:26 am Falkoner Post #8



No, I don't think it's possible. There's a reason all we got was a screenshot.



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Jan 15 2008, 4:22 pm Heimdal Post #9



It's totally plausible that it only works in certain language versions of SC. It's just reading memory from somewhere random (well, a fixed distance past the units table). The effect looks like the unit has an arbiter field on it, which would happen if that memory had a bit set in exactly the right place.



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Jan 15 2008, 5:11 pm Fisty Post #10



Quote from Heimdal
It's totally plausible that it only works in certain language versions of SC. It's just reading memory from somewhere random (well, a fixed distance past the units table). The effect looks like the unit has an arbiter field on it, which would happen if that memory had a bit set in exactly the right place.
:| ...ITS HEIMDAL!!!



None.

Jan 15 2008, 5:16 pm Twitch Post #11



Heimdal is correct I remember talking to sharf or tuxlar about this same thing(coincidence?).
I think the version we said it last worked on was 1.13e or f.
Right now though for cloaking units you can do the disable wait enable wait enable trick :).



None.

Jan 16 2008, 7:29 am candle12345 Post #12



It works now.
Download the map I attached.
[Unless I'm missing something here]

EDIT:
Yes, it works, I didn't realise he had THREE threads.
Visit the one in Experimental UMS, I posted an example.



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Jan 16 2008, 11:53 am Falkoner Post #13



Lol, so did he :P



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Jan 16 2008, 11:15 pm Punky_tnt Post #14



I have 2 comps: 1 with the actual version and one with the first version of starcraft(never patched).

-The actual version didnt cloaked at all.

-The first version created a larva dying but no cloak. I tried to put creep under the larva, but the larva died. That was weird!



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