Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Cloaked zerg eggs?
Cloaked zerg eggs?
May 25 2008, 3:05 am
By: voku  

May 25 2008, 3:05 am voku Post #1



There may be an extremely simple solution for this, but I need to know how to place independently cloaked zerg eggs (that means no arbiters). I use starforge and scmdraft2 and simply enabling the "cloaked" property of the egg doesn't work. "Disable doodad state" also no luck (the egg sprite just glitches out and disappears). Any solutions?



None.

May 25 2008, 3:07 am Vi3t-X Post #2



I'd stick with impossible.



None.

May 25 2008, 3:09 am voku Post #3



Quote from Vi3t-X
I'd stick with impossible.

I have seen it done, but I don't know how.



None.

May 25 2008, 3:09 am O)FaRTy1billion[MM] Post #4

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Try different tilesets.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
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May 25 2008, 3:11 am Vi3t-X Post #5



Well... theoretically it isn't possible. EUDs?



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May 25 2008, 3:15 am voku Post #6



Quote from Vi3t-X
Well... theoretically it isn't possible. EUDs?

Sorry if I am behind the times with new patches and stuff (haven't mapped in about a year), but didn't they disable EUD trigs at some point in time?



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May 25 2008, 3:17 am O)FaRTy1billion[MM] Post #7

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Yes. EUDs wont work.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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May 25 2008, 4:09 am ZzEzZ Post #8



maybe the egg was just a hydra that did the burrow cloak glitch then started transforming into a lurker (with like 9999 for the lurker transform time)

so hydra + burrow cloak + inf. time lurker trans = Cloaked zerg egg?



None.

May 25 2008, 4:30 am voku Post #9



Quote from ZzEzZ
maybe the egg was just a hydra that did the burrow cloak glitch then started transforming into a lurker (with like 9999 for the lurker transform time)

so hydra + burrow cloak + inf. time lurker trans = Cloaked zerg egg?

I actually made a simple map just now just to try that. It did work, but I need quite a few of these cloaked eggs in my map and that method isn't gonna cut it. Thanks for that insight though, but I need a solution that directly places such eggs on the map.



None.

May 25 2008, 4:30 am Crackhead Post #10



Technically you can do that but there's little to no chance of being able to do it with a CPU. Not unless you go through an extremely delicate process of triggering to unburrow / create burrowed units, moving an arbiter and timing it all correctly. Unfortunately even with that you won't be able to make the Hydra turn into an egg for the Lurker.

The best way to do this is to place the egg in game next to a mountain region or somewhere with no vision and float an arbiter over that area and close enough to cloak the egg without being seen itself.



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May 25 2008, 4:32 am voku Post #11



Quote from O)FaRTy1billion[MM]
Try different tilesets.

whew, yes I just finished trying my techniques on every single tileset. Thanks for the advice, but none of the tilesets made a difference. Oh well, keep the solutions coming though. I'm now really curious to know, because it seems like such a simple thing to do.



None.

May 25 2008, 4:34 am voku Post #12



Quote from Crackhead
The best way to do this is to place the egg in game next to a mountain region or somewhere with no vision and float an arbiter over that area and close enough to cloak the egg without being seen itself.

Yes, that would definitely work. However, the premise of my map doesn't involve a bunch of eggs in an obscure corner. they are actually spread somewhat sparsely throughout the map. Thanks for the advice though. Keep em coming.



None.

May 25 2008, 4:44 am Vi3t-X Post #13



Quote from name:vokuheila
Quote from Crackhead
The best way to do this is to place the egg in game next to a mountain region or somewhere with no vision and float an arbiter over that area and close enough to cloak the egg without being seen itself.
Yes, that would definitely work. However, the premise of my map doesn't involve a bunch of eggs in an obscure corner. they are actually spread somewhat sparsely throughout the map. Thanks for the advice though. Keep em coming.
Rapidly replace the egg using hyper triggers.



None.

May 25 2008, 5:17 am ClansAreForGays Post #14



If that was sarcasm, you're my new favorite senner.




May 25 2008, 5:25 am voku Post #15



Quote from Vi3t-X
Quote from name:vokuheila
Quote from Crackhead
The best way to do this is to place the egg in game next to a mountain region or somewhere with no vision and float an arbiter over that area and close enough to cloak the egg without being seen itself.
Yes, that would definitely work. However, the premise of my map doesn't involve a bunch of eggs in an obscure corner. they are actually spread somewhat sparsely throughout the map. Thanks for the advice though. Keep em coming.
Rapidly replace the egg using hyper triggers.

Haha. That would work in certain situations but I need them to be physically cloaked (as in units won't shoot at them when they walk past with no detectors).



None.

May 25 2008, 9:39 am NudeRaider Post #16

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

If you move an arbiter-cloaked egg to where you need it, it will be cloaked for a short period of time

Have you tried all those enable-wait-disable-etc. tricks?

Btw. just the EUD actions were disabled. EUD conditions still work, but I don't see a way how conditions could help you here.




May 25 2008, 11:21 pm Falkoner Post #17



If he continuously moved it then other units would have a hard time acquiring a target on it, so that's out of the question, IMO.

Now, while you said disabling doesn't work, just as Nude said, try disable enable enable, that MAY cloak it, if that does not work, then you have one last option:

Cloaking a hydralisk is really not that difficult, all you need to do is create it underneath an arbiter, burrowed, and then order it to move, and it should immediately come up cloaked. The problem is getting a computer to decide to morph it, which I have no idea how to do, you're on your own for that one.



None.

May 27 2008, 4:28 am voku Post #18



Quote from Falkoner
If he continuously moved it then other units would have a hard time acquiring a target on it, so that's out of the question, IMO.

Now, while you said disabling doesn't work, just as Nude said, try disable enable enable, that MAY cloak it, if that does not work, then you have one last option:

Cloaking a hydralisk is really not that difficult, all you need to do is create it underneath an arbiter, burrowed, and then order it to move, and it should immediately come up cloaked. The problem is getting a computer to decide to morph it, which I have no idea how to do, you're on your own for that one.

Thanks for the suggestion of disable/enable, but I tried, and that put the egg back to normal state (not cloaked). So I guess I'm stuck with the "last option". I messed with AI scripts a bit to accomplish it, but... I'm really not that good with custom AI scripts. Didn't get very far... Even if it did work though, it's pretty impractical because I need around 30-40 such eggs in my map, and to implement an time-efficient system (means 1 arb-hydra group for each egg executing simultaneously) would be insane (imagine # of locations and scripts involved with creating and relocating eggs etc).



None.

May 27 2008, 10:43 am NudeRaider Post #19

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

Yes, you won't reliably be able to make the computer train lurkers just when you need it.

Don't know why you need em cloaked but maybe it's enough to place a burrowed unit under an invincible egg.
Or move the eggs there when you need them (pseudo cloak ^^)




May 27 2008, 11:24 am Daedalus Post #20



Well, maybe you could trick the player to do the Lurker morph thing.
Maybe implent a save/load system, a character/game options choose system, something like that.
Heck, you could even make it a mini-game: the first person who morphs 30 Hydra's into Lurkers wins!

EDIT:
I'm not sure if you can cloak larva's easily but using a normal AI on a couple of Hatcheries you can easily make 30-40 eggs within a minute (depending on how much space you can use for Hatcheries).



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