Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Cloaking buildings - how to?
Cloaking buildings - how to?
Oct 9 2008, 2:38 pm
By: Biophysicist  

Oct 9 2008, 2:38 pm Biophysicist Post #1



I need to cloak a large number of buildings, preferably a Zerg Extractor. A Refinery or Assimilator should work as well, but using those will take some more triggering because you can't place them on Creep.

I know there' a page about this in the wiki, but I can't get it to load for some reason. (I'll report the glitch next.)



None.

Oct 9 2008, 3:11 pm Devourer Post #2

Hello

Im not sure, but its with Unit Sprites i think
just with disable, enable, enable it may work
and if that istn cloaked then, try enable, disable, disable

but i guess that extractor / assimilator / Refinery will crash the game because of the geysire :P



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Oct 9 2008, 3:53 pm Biophysicist Post #3



That's what I'm confused about, "Unit sprites". I think I'm missing something here, because "unit sprites" doesn't make sense to me... Help?



None.

Oct 9 2008, 4:10 pm rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

Unit sprites is a bad term for what they are, anyway.

There are 2 types of units--Normal units and the "Unit Sprites". They are mostly like the unit equivalent, and have very little to do with "sprite". In fact, other than the animation, and the fact that SI coded them on the Sprite layer, they have nothing to do with regular sprites.

When the SEN wiki doesn't work, check the maplantis wiki.

Unit sprites are generally more stable when disabled (and yes, the trick is to disable enable enable if you want to cloak), and sometimes they stack. I know a disabled spawning pool unit sprite lets you walk on it. To use these unit sprites, they're under the sprite layer in SCMDraft. Disabled zerg larvae unit sprites are stackable, so that's a way to make stacking possible again, since the larvae can then morph into ANY zerg unit.



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

Oct 9 2008, 4:33 pm Biophysicist Post #5



Thanks, rockz. I lost that link a long time ago and though I would never find it again. *bookmarks*

I understand unit sprites now, thanks. I was confused because I didn't understand how a sprite could be a unit. Thanks.

Anyway, Maplantis says that cloaked Assimilators don't crash the game, so I guess I'll use Assimilators instead of Extractors. It'll look kinda strange to see Protoss fire on Creep, but w/e, it'll work. (Unless the Geyser that appears when they die cloaks to, it says that cloaked Geysers = crash... *gulp* I suppose I could use cloaked Overminds and detect where one dies somehow...)

Thanks for the help, guys.

EDIT: One more question: Can you create unit sprites with triggers somehow? Or can you move them with triggers?

Post has been edited 1 time(s), last time on Oct 9 2008, 4:38 pm by TassadarZeratul.



None.

Oct 9 2008, 9:46 pm NudeRaider Post #6

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

Quote from name:TassadarZeratul
Thanks, rockz. I lost that link a long time ago and though I would never find it again. *bookmarks*

I understand unit sprites now, thanks. I was confused because I didn't understand how a sprite could be a unit. Thanks.

Anyway, Maplantis says that cloaked Assimilators don't crash the game, so I guess I'll use Assimilators instead of Extractors. It'll look kinda strange to see Protoss fire on Creep, but w/e, it'll work. (Unless the Geyser that appears when they die cloaks to, it says that cloaked Geysers = crash... *gulp* I suppose I could use cloaked Overminds and detect where one dies somehow...)

Thanks for the help, guys.

EDIT: One more question: Can you create unit sprites with triggers somehow? Or can you move them with triggers?
Boy, that topic is pinned @UMS assistance, no need to bookmark

You can't create the unit sprites, but iirc you can move them like any other unit (maybe you have to "activate" them first via disable, enable, disable, not sure).




Oct 9 2008, 10:23 pm Biophysicist Post #7



Quote from NudeRaider
Boy, that topic is pinned @UMS assistance, no need to bookmark[/quote]
Oh, I thought that that was the SEN one. *facepalm*

Thanks for the advice guys. This should work now.



None.

Oct 9 2008, 10:26 pm Falkoner Post #8



That's probably one reason why they are in the sprites section, you can't create them. The main reason you would ever use a unit sprite, rather than a normal unit, would be if you also want it to stack, when you enable a unit sprite that has been disabled in the editor, it becomes basically a normal unit, and is now stacked. From there you can continue to make it cloaked by using the disable enable enable trick, however, that same cloaking trick can be done on normal units, not just unit sprites, so for what you want, it should work fine, since you can create normal units.



None.

Oct 10 2008, 1:20 am rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

You can't make aldaris either.



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

Oct 13 2008, 3:26 pm Biophysicist Post #10



Thanks a lot guys. Unfortunatly, I was planning to use this to make Creep "attackable", but I just realized that this will screw with the rest of my map because I wanted buildings not "connected" to a Hive to die. (It'll make sense when/if I finish the map.) So, is there any way to detect Creep? (The entire map's base terrain is Null, btw.)

@above: You can't create /any/ extended unit like Raszgal/Mengsk/DuGalle/Aldaris, it's not just Aldaris you can't create. (Can you create "doodad units" like floor gun traps or doors, I wonder? Probably not...)

Post has been edited 1 time(s), last time on Oct 13 2008, 3:33 pm by TassadarZeratul.



None.

Oct 13 2008, 4:31 pm Falkoner Post #11



Quote
You can't create /any/ extended unit like Raszgal/Mengsk/DuGalle/Aldaris, it's not just Aldaris you can't create. (Can you create "doodad units" like floor gun traps or doors, I wonder? Probably not...)

Any unit not placeable in the unit layer of Staredit cannot be created via triggers, so, no, you cannot create doodad units.



None.

Oct 13 2008, 4:41 pm Biophysicist Post #12



Okay.

So, any way to detect Creep? Can't just detect the buildings if I want to implement the destroyable creep system...



None.

Oct 13 2008, 4:50 pm Falkoner Post #13



No... Not really, you could try and move like a terran building there and see if it's placeable or not, however, many things aside from creep could do that..



None.

Oct 13 2008, 5:19 pm Biophysicist Post #14



Meh, I guess I'll just take the "destructible creep" out. It was mostly to look good anyway, the only gameplay aspect it would add is the possiblity of stopping the opponent from building in an area temporarily. I'll just not do this, I guess.



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