Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Invisable Bunkers..?
Invisable Bunkers..?
Mar 21 2009, 8:24 pm
By: Polkaman  

Mar 21 2009, 8:24 pm Polkaman Post #1



I read both the tutorials in the Wiki, but still can't diagnose this. The bunkers have fire and I can't click on them, but they're not invisible! Can someone open my map and look for it? The bunker triggers are the only triggers there? Thanks. I'm still not sure what the problem is!

BTW I also have a small Halo wav in there I made myself :D

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None.

Mar 21 2009, 9:05 pm rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

you have to detect them as cloaked before you can see them as cloaked (without a detector nearby). Buildings don't normally cloak, so you have to make sure the player you want to have (not) see the cloaked bunker sees the cloaked bunker, then remove the detector somehow. A detector can be a regular detector (turret, obs, cerebrate) or by sharing vision. Here's some examples:
http://www.staredit.net/files/573/
http://www.staredit.net/files/609/
http://www.staredit.net/files/106/



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

Mar 21 2009, 10:53 pm NudeRaider Post #3

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

What rockz said.
The simplest way to do that is to disable them at map start and have a scanner sweep (not comsat station!) preplaced for the players.
The detection will wear off after a few seconds and after that the bunkers are fully invisible (except shadow).




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[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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