Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: more cloaking methods
more cloaking methods
Jun 1 2008, 11:49 am
By: okeee  

Jun 1 2008, 11:49 am okeee Post #1



about cloaking:
I know there are 3 ways of cloaking buildings, using: observer, beacon or shared vision. Are there any other methods?



None.

Jun 1 2008, 12:32 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

give




Jun 1 2008, 1:47 pm okeee Post #3



explain please?



None.

Jun 1 2008, 3:06 pm LoveLess Post #4

Let me show you how to hump without making love.

Create for a player that has shared vision with you, disable, then give to a player without shared vision.



None.

Jun 1 2008, 3:50 pm NudeRaider Post #5

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

Nothing to explain. Just give to the player that should not see the building (and give back ofc ^^ ).




Jun 1 2008, 4:04 pm okeee Post #6



Ok tried those methods as described here:
http://www.staredit.net/maplantis/index.php?pg=wiki
What I'd like to know, if there are any other methods except those 3 that I could use. The guide says there are more methods and I'd rather not use these 3.



None.

Jun 1 2008, 4:20 pm Brontobyte Post #7



Quote from okeee
Ok tried those methods as described here:
http://www.staredit.net/maplantis/index.php?pg=wiki
What I'd like to know, if there are any other methods except those 3 that I could use. The guide says there are more methods and I'd rather not use these 3.

You could use any method really. All I think you would have to do is just have a player with shared vision, then make it have no vision with the other player. :) Amirite? :???:



None.

Jun 1 2008, 5:12 pm NudeRaider Post #8

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

What's wrong with giving?

You could also preplace a scanner sweep. But that works only at the very beginning of your map.




Jun 1 2008, 5:16 pm ZzEzZ Post #9



you know, id love to help but i have no idea wat u guys are talkin about, soooooo... hey nude, i have a question... is there any way to make a scanner sweep stay there 4 the whole game? like, even if its just the sprite just for the sparkly lookin effect...



None.

Jun 1 2008, 5:58 pm NudeRaider Post #10

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

the scanner sprite is animated. It will just animate at the beginning and then vanish. So answer is no.




Jun 1 2008, 6:33 pm Ahli Post #11

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

enable shared vision
wait(0)
disable shared vision

My epic winner in that cases.




Jun 1 2008, 6:36 pm okeee Post #12



Quote from NudeRaider
What's wrong with giving?

You could also preplace a scanner sweep. But that works only at the very beginning of your map.
The problem with scanner sweep method and the other 3 methods is that the position of the (cloaked) enemy base is revealed after that. So I was looking for more methods..



None.

Jun 1 2008, 6:40 pm NudeRaider Post #13

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

giving does not reveal




Jun 1 2008, 6:52 pm okeee Post #14



you mean "give beacon" ? I couldn't get that to work..
What am I doing wrong here?

player1 has a cloaked building, (location x) and I put a beacon from player1 nearby.

triggers:
player1:
always
disable doodad state at location x

player2:
always
give all beacon owned by player 1 at location x to player 2
wait 0 ms
give all beacon owned by player 2 at location x to player 1




None.

Jun 1 2008, 7:11 pm NudeRaider Post #15

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

Do you want an invisible beacon (glowing overlay still visible) or an invisible building?
When you want an invisible building then it makes no sense to give a beacon...




Jun 1 2008, 7:17 pm Ahli Post #16

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

All human players need to see the beacon with a detector, own the beacon after disabling or have vision with the owner for a very short period of time.

btw, my posted trigger with enabling vision for a short period of time won't reveal the terrain in most cases, if you do NOT repeat that trigger all the time. Repeating it should be like enabling vision all the time.
Only if you hit the moment when the vision is updated, it will reveal the terrain around the beacon.




Jun 1 2008, 8:02 pm okeee Post #17



Oh i see, that was about the beacon itself... yes i wanted to cloke a building, not a beacon.

i used:
shared vision ON
wait 0 ms
shared vision OFF
as well, but sometimes, it still reveals the buildings. Even worse when some other wait trigger is used.

Post has been edited 1 time(s), last time on Jun 1 2008, 8:10 pm by okeee.



None.

Jun 1 2008, 10:31 pm Falkoner Post #18



Okay, then don't use another wait trigger. Vision is annoying to work with, you're not going to get it to work perfectly, just try to get it as good as you can.



None.

Jun 8 2008, 6:44 pm okeee Post #19



There are some cloaked units that have to remain hidden.
Is it possible to somehow undo any uncloak ability: of scanner sweeps, observers etc? But just for a little while because later, uncloaking should be possible again.



None.

Jun 8 2008, 10:00 pm Falkoner Post #20



Yeah, you blind all observers, don't give enough energy to use scanner sweep, and things like that :P



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