Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: See cloaked unit owned by player 11 (resolved)
See cloaked unit owned by player 11 (resolved)
Nov 21 2020, 6:16 pm
By: Zephroze  

Nov 21 2020, 6:16 pm Zephroze Post #1

I am a total newb at mapmaking but I have found a lot of very helpful posts here until now. I couldn't manage to find anything related to this.

-I am allied with White, with Shared Vision script running.
-I have forced player 11 to ally and share vision, but naturally they aren't active.
-Even putting White turrets here ("last" resort!) hasn't provided vision.

See screenshot:

Ingame, the arbiter cloaks nearby units. I haven't tried to put player owned detectors there but it's not something I want to do. (Spider mine will eventually blow up on something, and turret will give players score randomly which will spoil the map; flying obs could fly away, but also would spoil the look too)

Worst case scenario I'll put a CEREBRATE there if I have to, but obviously it will look stupid. lol.

Any help is appreciated!

Post has been edited 1 time(s), last time on Nov 21 2020, 6:40 pm by Zephroze.


Nov 21 2020, 6:33 pm NudeRaider Post #2

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

Players 9+ don't have vision to themselves. They also can't run ai scripts. They are for most intents and purposes unusable players. If you need something revealed you need to use one of Players 1-8. Either by shared vision script and/or using observers (or other detectors) to reveal the units.

As a simple workaround make Player 10 also white and give the arbiter to him. He won't cloak P11's units.

Another option would be to use an EUD trick to give any unit the appearance of an arbiter. There's several threads that explain it, but I've never delved into it myself, so I can't explain it.

Post has been edited 1 time(s), last time on Nov 21 2020, 6:39 pm by NudeRaider.

Nov 21 2020, 6:40 pm Zephroze Post #3

Yeah I know that about players 9+.

White is player 5, I should have mentioned.

Also, I solved my own problem! The issue with me being unable to see White's units was that I set the trigger backwards.

Run AI Script("Turn ON Shared Vision of Player 5 with current player");

This allows me to see anything detected by white, but I had it set so White would set shared vision for Player 1, when that would allow White to see Player 1's units.

Edit: Oh that's a good idea! This way I can get rid of the turrets completely!
Edit2: Or maybe keep them so I can see the dark templar :lol:

Post has been edited 1 time(s), last time on Nov 21 2020, 6:55 pm by Zephroze.


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MTiger156 -- Could try an automatic difficulty scaling based on player count. Turning down enemy HP and damage via EUD, or reducing enemy count?
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[2021-2-27. : 10:34 am]
C(a)HeK -- greetings all, test #7 is complete :)
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Ultraviolet -- you all talk Tiger :P
[2021-2-27. : 3:33 am]
MTiger156 -- Holy shit, this "Maporino! 2021" event that just got announced... this is something that takes place every year? Damn I wish I knew about it sooner, this can be my huge breakthrough in motivation :0_0:
[2021-2-26. : 7:23 am]
C(a)HeK -- thank you!
[2021-2-26. : 5:14 am]
C(a)HeK -- hello all, test 6 is complete - :)
[2021-2-26. : 3:09 am]
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[2021-2-25. : 2:55 pm]
MTiger156 -- General Kenobi
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