Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Cloaking Detection System
Cloaking Detection System
Aug 12 2008, 3:06 am
By: The Great Yam  

Aug 12 2008, 3:06 am The Great Yam Post #1



It's fairly easy to detect if a unit uncloaks. However, determining when it DOES cloak is a bit harder. The principle works like this:

You have a computer owned ground unit in the top right corner, with a location placed over it. The player owning the ghost must be unallied and the ghost cannot be invincible. A constantly trigger detects if the computer unit is in that location. If it is, it runs AI script "Send all units on Random Suicide Missions". If the ghost is uncloaked, it can "see it" via computer's cheap ability to see the whole map, and it tries to leave the location and attack. If it is cloaked, it will just sit there.

When it leaves the location it is important to return it to the location so it can't actually find the ghost and kill it (you can enclose it with DTs if you want).

Now detecting cloaking, rather than uncloaking is a bit more complicated. In this system, every time the computer unit is in that location, a death count is added. Every time it leaves the location it is reset to 0.

Now an important thing to note is that a certain amount of death counts will be reached before it is reset (I believe it is determined by unit size + speed). It is important to find out the number for the unit you are using (a devouring one/upgraded zergling is the best unit to use, as it is very fast). You set the number that determines if the unit is cloaked (the computer unit will be still) one death count higher than this number.

For example, when a devouring one tries to leave the location it can reach 3 death counts. So, if it isn't moving the computer's death counts can reach 4, and the unit is cloaked. Then you can use this however you want (make sure to reset energy when the unit is not cloaked).

This could probably be used with wraiths as well.



None.

Aug 12 2008, 3:10 am O)FaRTy1billion[MM] Post #2

👻 👾 👽 💪

Is the whole deathcount thingy for the unit being in the location? If you use an inverted location, there can be a 1px coordinate that is the ONLY area the unit will be detected (even being 1px off center will make it not in the location.)



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Aug 12 2008, 3:22 am KrayZee Post #3



Wraiths are the very same as well.



None.

Aug 12 2008, 3:36 am Falkoner Post #4



Wouldn't this require having a computer completely given over to cloak detection? since random suicide missions is a full AI, rather than just at a location?



None.

Aug 12 2008, 4:52 am KyleIs1337 Post #5



And wouldn't it go after other units owned by you...



None.

Aug 12 2008, 2:48 pm The Great Yam Post #6



Yeah, it is something of a one trick horse, you will need to dedicate an entire player for each cloaked unit.

The main use I could think for this is for an RPG or single-player map, where a player controls their actions via a ghost.

I think it's fairly useful in an RPG situation where you don't want your main unit to look like an evil worm (Defiler) or be a ship (corsair).

Oh, and on an unrelated note: I can't seem to disable nuking capability in SCMDraft, I've tried disabling both nukes and their silos and neither does anything (there is still the greyed out option).



None.

Aug 12 2008, 2:56 pm Lethal_Illusion Post #7



I made a map that detected cloaking for a friend a while ago.

Here it is.

Attachments:
Cloak Detection.scm
Hits: 13 Size: 39.52kb



None.

Aug 14 2008, 2:44 am KyleIs1337 Post #8



Lethal, I opened that map and placed a marine and then it couldn't cloak because there was a different unit that the wraith would always go after.



None.

Aug 14 2008, 5:37 am Lethal_Illusion Post #9



Quote from KyleIs1337
Lethal, I opened that map and placed a marine and then it couldn't cloak because there was a different unit that the wraith would always go after.
That doesn't matter in this case, since Wilhem is making a one-unit-per-player map.



None.

Aug 14 2008, 7:35 am The Great Yam Post #10



People seem to miss my point: this is intended for RPGs/arena maps, etc.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[05:21 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider yeh thts straight up cheating
the mutas yes, the wraiths probably not. Have you even watched the video? ;)
[12:56 pm]
Oh_Man -- NudeRaider
NudeRaider shouted: Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
yeh thts straight up cheating
[12:24 pm]
Oh_Man -- arty's done another vid. he's also announced he's going to organise showmatches with pro, with NO maphacks, so we can see its actual capabilities
[10:09 am]
NimoStar -- It can by playing the same map thousands of times. It is similar to AI speedrunning games
[2026-9-23. : 2:30 am]
Symmetry -- I dreamed about that as a kid. The idea of a computer capable of analyzing a starcraft map and calculating the fastest possible way to hit the victory condition
[2026-9-23. : 2:29 am]
Symmetry -- But can AI beat my custom maps?
[2026-9-22. : 12:32 pm]
Oh_Man -- yea APM vs eAPM
[2026-9-22. : 8:48 am]
NimoStar -- plus most of the human APM is just spam clicking APM inflation
[2026-9-22. : 8:47 am]
NimoStar -- the thing with the "*12" thing is completely misleading. The AI isn't using two control groups, it can use each of those actions to command a single unit individually and issue different commands to each single unit.
Please log in to shout.


Members Online: Heinermann