Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Cloaking Beacons
Cloaking Beacons
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Dec 3 2009, 5:15 pm
By: Pinky  

Dec 3 2009, 5:15 pm Pinky Post #1



Hey I am trying to Cloak the Zerg Beacon but its not working for whatever reason and I'm not too sure what I'm doing wrong.

Here is the trigger I am using:

CON
Always
ACT
Wait 3000
Disable Doodad Zerg Beacon for All Players at Anywhere
Wait 3000
Give all Zerg Beacon for All Players to P1 (player)
Wait 3000
Give all Zerg Beacon for all Players to P2 (original owner)


Yeah I have looked at the wiki and did this method that it quotes:
Actions:
Give 1 Beacon owned by PlayerX at 'Location' to Current Player.
Wait 0 milliseconds.
Give 1 Beacon owned by Current Player at 'Location' to PlayerX.

The beacon is still normal looking and still selectable.

So yeah really confused why this isn't working, is the wiki article wrong? Or have I missed something?



None.

Dec 3 2009, 5:37 pm CecilSunkure Post #2



Give the beacons to a player that no human players will have no vision to, after you disable them. Then, make sure a detector unit (of the human players) is placed over the beacons, and then removed. You can also just start the map out with something for the human players to give detection and vision over the beacons, once the beacons are then disabled and given to a player (like a computer player) that no human has shared vision with, destroy or remove the unit giving the human players vision of the beacons.



None.

Dec 3 2009, 5:40 pm Kenoli Post #3



Quote
The beacon is still normal looking and still selectable.
Sounds like the beacon isn't being disabled. Are you sure the trigger is firing?



None.

Dec 3 2009, 5:41 pm Pinky Post #4



the trigger is defintely firing, otherwise i wouldn't see the player get ownership of the beacons and then loose them again.


i have just done some further tests and i can make a protoss beacon and protoss flag beacon on one side of the map succesfully cloak, but another pair of protoss beacons on the other side arent cloaking? even though i have done a disable EVERYWHERE trigger... very perplexing...

EDIT: Have done further testing, I have created a line of every type of beacon on the right side of my map, on the left side of my map are protoss beacon and flag beacon which were placed previously before i begun trying to cloak beacons. now when i fire the disable dood state for all beacons everywhere only the two protoss beacons on the left and a zerg flag beacon on the right actualy become unselectable (aka cloaked) the rest are still selectable and don't cloak even when moving observer near and then away from them.

i Gotta say right now... WTF!!!?!

Post has been edited 1 time(s), last time on Dec 3 2009, 5:54 pm by Pinky.



None.

Dec 3 2009, 5:56 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

You can only disable 1 unit per location at a time. Only the leftmost unit will be disabled in the location even if it is already disabled.

Take a look at how rantent did it with barracks.
http://www.staredit.net/files/573/



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

Dec 3 2009, 6:11 pm Pinky Post #6



Ah OK yep yep thats the problem all right.

Hmm is there any way to make the beacons properly cloaked without having their locations pinpointed everywhere on the minimap?



None.

Dec 3 2009, 6:18 pm rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

Well, if you want all the beacons cloaked, then just use the method I posted. If you want some, and the ones that aren't going to be cloaked are outside of a general location, then use that general location instead of anywhere when centering your location. You can also use an unused unit to mark the beacons (ie, burrowed zergling) then center locations on the zerglings and remove them when it's disabled.



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

Dec 3 2009, 6:28 pm Pinky Post #8



???

I meant the minimap on the bottom left of your screen. Right now I have beacons scattered all across the map, I want them cloaked. When I cloak them with the method you said it removes the fog of war on the minimap where they are, pinpointing their location to the player.

I was wondering if there is anyway to keep them invisible off the minimap?

EDIT: Not location as in for triggers I mean their physical location on the map.

Post has been edited 1 time(s), last time on Dec 3 2009, 6:35 pm by Pinky.



None.

Dec 3 2009, 6:41 pm rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

If you want them to be disabled, but viewable, then you can do it easily. Just don't give vision. If you want them to be disabled and cloaked so that you can't see them, then no. Try waiting to disable them until the player gets nearby, then give vision to cloak it.



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

Dec 3 2009, 6:47 pm Pinky Post #10



Alright thanks alot.

Solved can now be Locked.



None.

Dec 3 2009, 6:56 pm rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

I know this has been locked, but I have a new discovery!

As I discovered earlier, vision updates every 100th frame. However, CLOAKING updates every 30 or 31 frames. If you are using hyper triggers, you can actually disable all the beacons on the map via triggers, wait until frame ~6 or so, then give the units to the player you want them to see as disabled. So long as you give the units back before the vision update frame (frame 100) you won't get vision!

See attached map for how I did it.

Note that you can also use shared vision in the same way as giving units. So long as you don't have shared vision with the player on the vision update frame, you won't get vision, but the building will be cloaked.

Post has been edited 1 time(s), last time on Dec 3 2009, 7:06 pm by rockz.



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

Dec 3 2009, 7:01 pm Pinky Post #12



:O u are my hero. and i'm sure this will come in handy across the mapping community too (afterthought)

Does share vision trigger have exact same frame thing as giving unit? Coz that will be easier for me as I have multiple players who will be viewing the beacons.

Post has been edited 1 time(s), last time on Dec 3 2009, 7:06 pm by Pinky.



None.

Dec 4 2009, 6:33 am Pinky Post #13



-bump-

Damn man I can't get this, your method for me didn't work it still revealed minimap. So i kept doing trial and error with different numbers and now I have discovered that for whatever reason on my map it shows minimap BEFORE it cloaks, not AFTER.

My map has many triggers and I imagine they could be interfering some how? My knowledge on frames and all that jazz is very limited so I really don't understand what is going on, do these triggers need to be right at the top of the trigger list or something?

EDIT: Right now mine goes like this:

DC gets 27
Give all beacon to player
DC gets 32
Give all beacon to computer (if I go 31 then it doesn't show the minimap, but of course the beacons still aren't cloaked properly. 32 it shows minimap but beacons still aren't cloaked)



None.

Dec 4 2009, 7:17 am Vrael Post #14



If possible (though it may not be, for whatever you're trying to do), there's an easy way to do it. Place the beacons initially for "Detection Player" then just have these triggers run in the very first trigger cycle of the game.
Quote
Players:
Player's who need to see the beacons correctly cloaked
Conditions:
Always
Actions:
Turn ON Shared vision for Detection Player
Quote
Players:
Whichever Players
Conditions:
Always
Actions:
Disable Doodad State for 1 Beacon owned by Detection Player at Beacon Location
Wait 0 milliseconds
Give 1 beacon owned by Detection Player to Player X
This works in my map, I use this concept to cloak all the beacons I'm using, without the players being able to ever see the beacons (until later in the game of course).



None.

Dec 4 2009, 7:20 am Pinky Post #15



how do you make a trigger run before others?? or run in the very first cycle?



None.

Dec 4 2009, 7:24 am Vrael Post #16



If it has the "Always" condition it should run in the very first trigger cycle. A trigger cycle is just a particular instance of starcraft checking the triggers.

Looks something like this(with hyper triggers):

2 frames of gameplay - checks&runs all applicable triggers in the list - 2 frames of gameplay - checks&runs triggers - 2 frames of gameplay - checks and runs triggers

And so on and so on.

Also, to make one trigger run before others, you can move them around. Basically open up the Text Trigedit in SCMDraft2, find the trigger you want, and move it up in the list (cut/copy/paste). Starcraft runs the triggers in order from top to bottom. First it goes into "P1 mode", checks the list for P1 triggers from top to bottom, then when it finishes, goes into "P2 mode" and checks the list, then "P3 mode" ect up to "P8 mode" then it goes back to 2 more frames of gameplay, then repeats the trigger cycle, ect.



None.

Dec 4 2009, 8:00 am Pinky Post #17



what order are Forces and All Players in? do they come before or after the P1 mode?



None.

Dec 4 2009, 11:59 am NudeRaider Post #18

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 Pinky
EDIT: Right now mine goes like this:

DC gets 27
Give all beacon to player
DC gets 32
Give all beacon to computer (if I go 31 then it doesn't show the minimap, but of course the beacons still aren't cloaked properly. 32 it shows minimap but beacons still aren't cloaked)
You should try
DC gets 13 - give to player
DC gets 16 - give to computer

Rockz is always talking in frames, which are not trigger loops.
StarCraft is divided in frames. Each frame your screen updates the unit animations, resource amounts, etc. However trigger checks can only occur every 2 frames and only when you're using hyper triggers.
So basically your DC count is always half of your frame count.

EDIT:
Quote from Pinky
what order are Forces and All Players in? do they come before or after the P1 mode?
When the map starts StarCraft splits up all player groups (Forces and All Players) and creates copies of the triggers for the individual players. It will act the same as if you had ticked the individual players in the editor. To check the trigger order in ScmDraft just mark all individual players, all Forces and All Players. However this is NOT the order in which sc fires the triggers.
Triggers will be checked player by player. That means first are all triggers of P1 run, then all of P2 etc.

Post has been edited 1 time(s), last time on Dec 4 2009, 12:09 pm by NudeRaider.




Dec 4 2009, 3:16 pm Pinky Post #19



Yo nude I tried your method unfortunately it did not work.

I had them on P7 before so I moved them to the top of P1.

Then it still didn't work, so I went back to trial and error and now FINALLY I have a method that works:
DC 13
give
DC 23
give back

for whatever reason this works for my map, as long as I don't put any triggers in front of these ones, future alterations shouldn't affect this?

Thanks for your help everyone. Especially Rockz, thanks to you I get to have my cake and eat it too.



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