Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Keep Wraith cloaked / stop Observer movement
Keep Wraith cloaked / stop Observer movement
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Dec 25 2009, 10:39 pm
By: DavidJCobb  

Dec 25 2009, 10:39 pm DavidJCobb Post #1



I have a fairly large map with CPU Observers and cloaked CPU Wraiths placed over unwalkable terrain. Both are invincible. Problem is, I find that the Observers like to fly around a short distance, and the Wraiths uncloak themselves. Cloaking is researched, and triggers constantly set the Wraiths' energy to 100%.

I tried blobbing a ton of lifted Command Centers in an area, and moving the air units there constantly (to stop them); this works mostly, but occasionally, the air units will be able to move a few squares away (possibly due to trigger lag or something)...

No AI scripts are being used, no orders given. Given these conditions, does anyone have an idea for keeping the units in place?



None.

Dec 25 2009, 10:58 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

As for cloaking, the wraiths will uncloak after a while when idle and/or no enemies around. There isn't much you can do about it.
You can recloak them by attacking them (bad idea)
or every so often you replace them with a newly created wraith (2 seconds in a temp location before moving, so they are fully cloaked)

The method of immobilizing them you use should theoretically work flawlessly. There is no such thing as trigger lag. Only wait blocks.
Maybe the CCs aren't covering enough air space. Try moving them to a location outside of the map. You'll have to manually edit the location's coordinates to achieve that.




Dec 25 2009, 11:58 pm DavidJCobb Post #3



I tried recycling the Wraiths, but couldn't get a recycling code to work... Which gave me an idea: cloak pre-placed buildings by disabling them...

See, I was using the air units as invisible markers for spawn points (making it easy to detect which spawns a player is near, so that enemies don't spawn from halfway across the map)... Well, I've modified the system to disable Independent Starports, which leads me to my next question... (And I'm not sure I should start a new thread on this.)

The wiki says that disabling an Independent Starport will cloak it, but that's not happening -- the 'Ports are all visible and selectable. The wiki states that detecting and undetecting a cloaked building will make it appear cloaked if the building isn't selectable, but the Independent Starports are selectable... So what do I do? (I suppose I could find another unit, but I'd rather see if I can get ISes to work first.)



None.

Dec 26 2009, 12:03 am NudeRaider Post #4

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

I'm not sure, but maybe it works like beacons: They have to be detected for a split seconds to become invisible afterwards.




Dec 26 2009, 12:40 am DavidJCobb Post #5



Actually, I think it's SCBW1.161... Because giving and taking vision did not work for Photon Cannons or Independent Starports. I tried giving the unit to be cloaked to the player, and giving it back (and I did this both with and without a 5-second delay to ensure visibility); and I tried giving the player ownership of a nearby Missile Turret, and then revoking that ownership. Neither worked.

A Nuke Silo worked, but only after I gave it an accompanying CC (and I had to give/take ownership of the CC, which is far too obvious).

Even the glitches don't work right, it seems. =_= I was hoping to use a small (~64x~64) building with low vision, so that it wouldn't be as obvious, but I guess that's not gonna work.

EDIT: I just tried it on every usable non-special Protoss building, to no avail. I'm starting to think that this glitch has been (partially and annoyingly) fixed... Which, of course, leaves me completely screwed.



None.

Dec 26 2009, 12:47 am Neki Post #6



So you want to mark the spawn points on the map? Using an invisible Starport or Photon Cannon or Nuclear Silo? Why don't you just use the Nuclear Silo, quickly removing the Command Center when it cloaks. Photon cannons also work too. Also, though they are invisible when players have vision of the area, once they leave and it fogs over, people will see the cloaked buildings. So did you use Hero Wraiths or Regular Wraiths, does it do it for both? Read the wiki on disabling protoss buildings, you need to have a pylon powering the building before it gets disabled.



None.

Dec 26 2009, 1:22 am DavidJCobb Post #7



Just tried it with powered Photons. It worked.

Once.

When I extended the system to cover the rest of the spawns (rather than just the one I was testing), it stopped functioning. Here are the triggers I tried (not all at the same time).

Code
Trigger("Player 7"){
Conditions:
    Always();

Actions:
    Comment("CLOAK TEST");
    Give Units to Player("Player 7", "Player 6", "Protoss Photon Cannon", All, "Anywhere");
    Give Units to Player("Player 7", "Player 6", "Protoss Pylon", All, "Anywhere");
    Set Doodad State("Player 6", "Protoss Photon Cannon", "Anywhere", disabled);
    Remove Unit("Player 6", "Protoss Pylon");
    Give Units to Player("Player 6", "Player 1", "Protoss Photon Cannon", All, "Anywhere");
    Wait(5000);
    Give Units to Player("Survivors", "Player 6", "Protoss Photon Cannon", All, "Anywhere");
}


Code
Trigger("Player 7"){
Conditions:
    Always();

Actions:
    Comment("CLOAK TEST");
    Set Doodad State("Player 7", "Protoss Photon Cannon", "Anywhere", disabled);
    Remove Unit("Player 7", "Protoss Pylon");
    Give Units to Player("Player 7", "Player 1", "Protoss Photon Cannon", All, "Anywhere");
    Wait(5000);
    Give Units to Player("Survivors", "Player 7", "Protoss Photon Cannon", All, "Anywhere");
}


Code
Trigger("Player 7"){
Conditions:
    Always();

Actions:
    Comment("CLOAK TEST");
    Set Doodad State("Player 7", "Protoss Photon Cannon", "Anywhere", disabled);
    Give Units to Player("Player 7", "Player 1", "Protoss Photon Cannon", All, "Anywhere");
    Wait(5000);
    Remove Unit("Player 7", "Protoss Pylon");
    Give Units to Player("Survivors", "Player 7", "Protoss Photon Cannon", All, "Anywhere");
}


And a few other random tweaks that I forget. ("Survivors", BTW, is Force 1.)

EDIT: I'm reluctant to use the Nuke Silo just because the additional CCs would create clutter when viewed in the editor. That, and they would be more noticeable on the minimap. (And apparently, the glitch doesn't work unless they're visible -- and it takes 5 seconds to become visible, 5 more for fog of war to set in.) That, and I'm not sure if the cloak would persist after the CC is removed.

Post has been edited 1 time(s), last time on Dec 26 2009, 1:24 am by DavidJCobb. Reason: Why not CC.



None.

Dec 26 2009, 1:48 am Neki Post #8



You need to individually do it each photon cannon, you can't just disable them all at once, I recommend you use one location, and give the photon cannons initially to a place-holder player. As long as the placeholder computer owns a photon cannon, center a location on the cannon, disable doodad state, remove the pylon, share vision, de-share vision and give to another player. I'm not sure you need to wait for it work, I usually just quickly create an observer for half a second over each cannon.



None.

Dec 26 2009, 2:08 am DavidJCobb Post #9



That worked. That worked excellently, in fact. That solution was easy to implement, easy to test, and worked perfectly.

Thank you. Thank you very, very much. :D



None.

Dec 26 2009, 5:09 pm Sacrieur Post #10

Still Napping

Giving it back and forth between two players works too. However, this has to be with four hyper triggers because if it reaches the NEO then the wraith will uncloak.



None.

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