Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Decloaking a Dark Templar?
Decloaking a Dark Templar?
Mar 11 2009, 8:43 pm
By: FlashBeer  

Mar 11 2009, 8:43 pm FlashBeer Post #1



I heard quite a while ago, somewhere online, that there was a glitch to permanently decloak a dark templar (most likely through the use of triggers, but I cannot recall). I think it said only 1 player could have a decloaked DT. I've tried re-surfing and found nothing.

Is there a way to permanently decloak a dark templar without modding or causing a desync? Did they patch it, or was it just plain false?



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Mar 11 2009, 8:56 pm Lt.Church Post #2



to my recollection it was from doodadstate toggling though i cant recall in what order.



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Mar 11 2009, 10:06 pm Falkoner Post #3



It was patched quite a while ago, it no longer works with the latest patches.



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Mar 13 2009, 12:16 am Heinermann Post #4

memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes

I believe it was an Arbiter for an extended player.
If you really want it that badly, you'd have to do a lot of testing.




Mar 13 2009, 4:16 am Pyro682 Post #5



.. :hurr: God, I wish i can make smilies bigger.

If you are doing it for just an effect, you can just make a hallucination of one, and that would be uncloaked.



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Mar 13 2009, 6:41 am FlashBeer Post #6



Unless there was a way keep the hallucinated DT's permanently alive(timer wise) without replacing it, so it could take the hp dmg, then I could stack an invincible DT sprite on top of it to fill it's attack, then not really.

Even then, it wouldn't be all that pretty, seeing as it would take some maintenance to keep them together.

Actually, that wouldn't work because spells (e.g. irradate) would insta-kill it. So nvm.

Post has been edited 1 time(s), last time on Mar 13 2009, 6:47 am by FlashBeer.



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Mar 13 2009, 8:00 pm Pyro682 Post #7



You COULD make a vHP for the hallucination, and have it replaced after every 60 seconds or so (Depending on how long it lasts). The vHP would allow it to take hits like real unit.



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Mar 14 2009, 5:46 am Toothfariy Post #8



if all else fails, turn on shared vision



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Mar 15 2009, 6:04 am FlashBeer Post #9



Hmm... I made a reply before, but it didn't show up.

vHp couldn't be used for the type of scenario I intend to use, and neither would shared vision.

I think I'm just going to have the players use parasite on the DT. It's not the prettiest solution, but I suppose it could work.



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Mar 15 2009, 10:00 am 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

Maybe you can force a computer to parasite. Give shared vis to it and voilá.




Mar 15 2009, 1:38 pm Vi3t-X Post #11



Constantly create and remove an observer with 1000 ms wait time?



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Mar 15 2009, 5:57 pm FlashBeer Post #12



Allied vision to computers wouldn't not work since there are only two computers maximum and vision is not allowed.

Creating Observers would slow down units under them and would detect other units, such as mines.



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Mar 15 2009, 6:30 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

Quote from FlashBeer
Creating Observers would slow down units under them
not really if you don't do it every trigger loop.




Mar 15 2009, 9:12 pm FlashBeer Post #14



I will probably just try that and see how it works.



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