Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: more cloaking methods
more cloaking methods
Jun 1 2008, 11:49 am
By: okeee  

Jun 9 2008, 3:37 pm okeee Post #21



another question:
There are several units placed in a location. I've ordered them to attack any enemy unit that comes into that location, and when the enemy is out of that location, they should return (move or patrol) to the location. But now they al go back to the center of the location. How do you set them back to their previous position instead? (without making locations for every single unit).



None.

Jun 9 2008, 3:44 pm Falkoner Post #22



Often computers will do that on their own... Other than that there is really no way, unless you wanna run through all the units, place a burrowed unit under them, then order them..



None.

Jun 10 2008, 3:48 pm okeee Post #23



I cloaked some buildings so they were not visible when any player unit approaches.
when the unit leaves that area and the area becomes dark again, all normal buildings are still displayed in the fog, as should be. But the cloaked buildings are now visible as well! Is it supposed to be like that?



None.

Jun 10 2008, 4:27 pm Ahli Post #24

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

THIS IS STARCRAFT !
yup, it is normal for every building to appear in fog, even if they are cloaked...
and there is nothing you can do except giving vision over the area with map recleaers or other units.




Jun 10 2008, 4:45 pm okeee Post #25



no, I meant cloaked buildings should not be visible, so not visible in the fog as well. I'd like the cloaked units to be hidden as much as possible, and not to be revealed this way.



None.

Jun 10 2008, 5:08 pm Falkoner Post #26



Yeah... Nothing you can do about that, it was always funny in Team Melee games to cloak Zerg buildings, then if the enemy wipes out your base, they go searching for it, then notice they missed a building, come back, find nothing, then go to leave again and see it show up again :P



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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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