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Enable doodad state for [whatever] at [location1]
Wait 0 milliseconds
Enable doodad state for [whatever] at [location1]
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You really only need to enable once... Enabling an enabled unit does
nothing.
I'm curious - does anyone know WHY that method works on things that won't normally cloak?
Could be that the objects affected cloak as they disable, but crash when they finish disabling -- and the re-enable commands interrupt that crash?
Some frames crash, and in order to stop those frames from displaying, you use the order command. It could be that you're ordering into a direction which has a crashing frame.
First, look at the Disable Doodad State when used on an appropriate unit ...
When you disable a trap, it will run a specific animation (it "closes") and becomes invisible/cloaked (That's not why they cloak, I don't know why they do. xD) Units that aren't traps don't have this animation specified, but StarCraft tries anyway (computers are not intelligent; it doesn't know not to). That is why some units (tanks, marines, ghosts) go into weird repeating animations and most others simply crash. When you re-enable it, it goes into another non-existant animation. When you give it an order, you interrupt these invalid animations (when you "jump" a disabled marine with zerglings it will walk off the zerglings and stop moving--it no longer will have that order). If the unit isn't already totally screwed up or the game hasn't already crashed, you now have a normal (yet cloaked) unit. Why it works on some tilesets and not all must just be a result of the overflow-animations that it uses.
You can effectively remove it from the game by disabling in only one area. I think if you have 499 sprites, they won't show up either.
The 499 sprite limit is in place when loading a map. The actual sprite limit is much higher. The method I'm aware of for removing certain sprites is placing 750 1% HP pylons.
1.) Most terran units, both air and ground, can cloak.
2.) Most terrain buildings can cloak, if I remember correctly.
3.) Most zerg units can be cloaked, and those that can't (except for heroes) can be cloaked by cloaking larvae and building them with it. Cloaked devourers can be obtained by cloaking mutalisks and morphing them (I think).
4.) Most zerg buildings cannot cloak, if I remember correctly.
5.) No protoss air unit (besides the observer) can be cloaked.
6.) Most protoss units cannot be cloaked. High templars can be cloaked in jungle and I think badlands, and if you merge two cloaked templars, you get a cloaked archon.
7.) I'm not sure about protoss buildings. I know that at least some of them can cloak (btw, shield batteries have a nice visual effect - the little blue lights don't disappear when they're cloaked
).
Are you listing the results of just disabling or the results of disable/enable/order?
And no, morphing drones do NOT have a similar effect (cloaked drones will produce normal buildings, and if you interupt a building while it's being built, the drone will come out uncloaked).
It used to. xD But then it was patched.
On topic:
Do you know when it crashes?
If it crashes when you disable or enable it, sorry.
If it crashes when you see it, then try using the attack order. (I'm not sure how SC handles the order trigger, though.)
Post has been edited 2 time(s), last time on Jan 2 2010, 8:38 pm by FaRTy1billion.
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