Cloaking
May 2 2008, 6:51 pm
By: Vrael  

May 2 2008, 6:51 pm Vrael Post #1



//-----------------------------------------------------------------//

Trigger("Heroes"){
Conditions:
Deaths("Current Player", "Zerg Hydralisk", Exactly, 4);

Actions:
Set Deaths("Current Player", "Zerg Hydralisk", Set To, 0);
Remove Unit At Location("Current Player", "Men", All, "Location 34");
Move Unit("Player 8", "Zerg Hydralisk", 1, "Location 69", "Location 34");
Give Units to Player("Player 8", "Current Player", "Zerg Hydralisk", 1, "Location 34");
Set Deaths("Current Player", "Terran Medic", Set To, 1);
Preserve Trigger();
Comment("Select Hero: Hydralisk");
}

//-----------------------------------------------------------------//

Trigger("Heroes"){
Conditions:
Deaths("Current Player", "Zerg Hydralisk", Exactly, 15);

Actions:
Order("Player 8", "Zerg Hydralisk", "Location 69", "Location 81", move);
Preserve Trigger();
Comment("Select Hero: Hydralisk");
}

//-----------------------------------------------------------------//

Trigger("Heroes"){
Conditions:
Deaths("Current Player", "Zerg Hydralisk", Exactly, 18);

Actions:
Set Doodad State("Player 8", "Zerg Hydralisk", "Location 69", enabled);
Preserve Trigger();
Comment("Select Hero: Hydralisk");
}

//-----------------------------------------------------------------//

Trigger("Heroes"){
Conditions:
Deaths("Current Player", "Zerg Hydralisk", Exactly, 21);

Actions:
Set Doodad State("Player 8", "Zerg Hydralisk", "Location 69", enabled);
Preserve Trigger();
Comment("Select Hero: Hydralisk");
}

//-----------------------------------------------------------------//
This trigger happens first.

Trigger("Heroes"){
Conditions:
Bring("Current Player", "Men", "Location 10", At least, 1);
Deaths("Current Player", "Zerg Hydralisk", Exactly, 0);
Elapsed Time(At least, 42);

Actions:
Set Deaths("Current Player", "Zerg Hydralisk", Set To, 24);
Create Unit with Properties("Player 8", "Zerg Hydralisk", 1, "Location 69", 6);
Set Doodad State("Player 8", "Zerg Hydralisk", "Location 69", disabled);
Preserve Trigger();
Comment("Select Hero: Hydralisk");
}

//-----------------------------------------------------------------//

Trigger("Heroes"){
Conditions:
Deaths("Current Player", "Zerg Hydralisk", At least, 2);

Actions:
Set Deaths("Current Player", "Zerg Hydralisk", Subtract, 1);
Preserve Trigger();
Comment("Select Hero: Hydralisk");
}

//-----------------------------------------------------------------//

Alright. Here are my cloaking triggers for the Hydralisk in my map. Now, sometimes this works perfectly, and other times it crashes. Can anyone tell me what's going on? My cloaks for the marine and firebat in my map both work fine. This one should work... and does.. but occasionally crashes. What's the deal?

Location 69 cannot be seen by the "Heroes," and Player 8 is a computer player. The triggers are copied exactly from my the text editor as I'm sure some of you will recognize.



None.

May 2 2008, 7:38 pm LoveLess Post #2

Let me show you how to hump without making love.

In my personal experience, Zerg units are generally less stable than Terran Infantry. The tileset for the map also has a huge impact on the units for some odd reason, although Jungle seems to be the most stable. What tileset are you using?



None.

May 2 2008, 8:07 pm Vrael Post #3



It is jungle.



None.

May 2 2008, 10:02 pm Falkoner Post #4



Uh... I'm pretty sure that Hydras crash when cloaked... It is actually WORKING sometimes, or is it just not crashing immediately?



None.

May 2 2008, 10:32 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

did they disable the arbiter trick to cloak zerg units?



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

May 2 2008, 10:42 pm Falkoner Post #6



No, but good luck getting that to happen automatically.



None.

May 3 2008, 1:54 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

Don't you just need to make an arbiter over a burrowed hydra and order it to move? I thought Kenoli made a test map for this.



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

May 3 2008, 4:20 am Falkoner Post #8



Well, I guess if you got it to move at just the right time, but it has to be right on the edge of the arbiter's cloak field.



None.

May 3 2008, 2:14 pm rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

I don't think it has to be at the edge, just has to be as soon as it would normally cloak, ie... create it over the unit, so it just came into the cloaking field.



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

May 3 2008, 2:58 pm LoveLess Post #10

Let me show you how to hump without making love.

Cloaked Zerg

Surefire way to cloak zerg.



None.

May 3 2008, 7:04 pm Falkoner Post #11



Quote
I don't think it has to be at the edge, just has to be as soon as it would normally cloak, ie... create it over the unit, so it just came into the cloaking field.

Ah, yes, I guess it does just have to be right while the hydra enters the field, sorry, I'm used to doing the trick in-game.



None.

May 4 2008, 2:24 am Brontobyte Post #12



I also noticed while cloaking (disabling) the Zerg Lurker, if you move the screen while the trigger is fired but not finished, the game will crash, vision or not. Once the trigger is complete and you gain the Zerg Lurker, you can do what ever pretty much.



None.

May 4 2008, 4:35 am rockz Post #13

ᴄʜᴇᴇsᴇ ɪᴛ!

That's why you plan accordingly, and don't give vision in that area.



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

May 4 2008, 9:33 am NudeRaider Post #14

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

how is removing vision preventing a player from moving his screen?




May 4 2008, 1:26 pm Falkoner Post #15



Is that while looking at the area where the lurker is, or anywhere on the map?



None.

May 4 2008, 11:45 pm Vrael Post #16



Ok. Sorry guys, I was gone for the weekend, but I'm back.

Loveless, your method didn't work for me.

Your Method:

Create Hydra
Disable
Wait 80
Enable
Enable
Wait 80
Issue Order Move
Wait 80
Disable
Wait 80
Enable
Enable
Wait 80
Order Move
Wait 80

Tried that one -- didn't work.
As for the arbiter/move action method, tried it, not exactly sure how it works, but my "Heroes" force shouldn't have burrow enabled so that poses a bit of a problem for me?

And yes Falkoner, sometimes it works perfectly and doesn't crash at all, and other times it crashes right away.



None.

May 5 2008, 1:03 am NudeRaider Post #17

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

Maybe you can use the arbiter trick on a comp unit by triggers and then give it to the humans?
The arbiter method is actually easy to understand but difficult to time right.

The units have to unburrow in the exact same moment when they enter the arbiters' cloak field. Because of different unburrow speeds different zerg units need different timing. Best is if you make a test map and try to do this trick manually first. When you got the hang of it, try to trigger it.




May 5 2008, 11:07 pm Falkoner Post #18



From my experience you do not need to enable twice, the minimum is:

Disable
Wait 0
Enable
Wait 0
Enable
Order
Wait 0
Do whatever you want with it :P



None.

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