Is it possible to cloak multiple units in a location? When i disable doodad state for a location, only 1 of the units gets cloaked.
None.
Is it possible to cloak multiple units in a location? When i disable doodad state for a location, only 1 of the units gets cloaked.
Yes...
make something like this.
requires 2 locations, 1 big where the units should get cloaked and 1 smaller, 2x2 would be best
x = small, y = big
Condition: Player Z brings at least 1 (unit which should be cloaked) to Y
Action: move location x on UNIT at Y
Action: disable doodad state for UNIT from Player Z
Action: give 1 UNIT from Player Z to Player 8
Action: Preverse Trigger
Condition: Player Z brings exactly 0 UNIT to Y
Action: Preverse Trigger
Action: Give all units from Player 8 to Player Z
Please report errors in the Staredit.Network forum.
Be careful with this though, because certain units will crash the game when cloaked.
None.
If you copy the trigger DeVouReR posted a few times, it should speed up the process significantly, and to avoid extra disabling due to Bring not updating, you could also add a remove unit for an unused unit at the end of that trigger.
None.
Does it matter if he adds the action to the end of the trigger or the beginning? Just my thought process being if SC executes them sequentially, it won't update the bring-location-data untill the end of the trigger? But if the remove unused unit is at the beginning of the trigger actions it will be updated for those actions too?
Edit: Wait, that doesn't matter does it, since the trigger already fired lol sorry bad post
None.
I would put it at the end, because if you don't, then the last one won't update so the trigger giving them all back won't run in the same loop.
None.
ok that might work, but if you have lots of units, you have to increase the wait time between shared vision on and off, right?
None.

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
The idea is to first disable them ALL
then give detecting vision
then remove the vision.
So it doesn't matter how many you disabled since you start the vision giving only after all have been disabled.
If you copy the trigger DeVouReR posted a few times, it should speed up the process significantly, and to avoid extra disabling due to Bring not updating, you could also add a remove unit for an unused unit at the end of that trigger.
I'm not sure what you're talking about. how can there be extra disabeling, if after the last unit, no more units are available (and so "bring 1 unit" condition is not met).
None.
I'm not sure what you're talking about. how can there be extra disabeling, if after the last unit, no more units are available (and so "bring 1 unit" condition is not met).
Yes, but when you give units, the bring condition doesn't update for like 2 trigger cycles, so the condition wouldn't actually be met, so it'd run it a few more times, possibly causing bugs.
None.
Ok i tried it but it didnt work. I tested another easy setting:
player2:
elapsed time is at least 10s
disable doodad state for unit A at location x
always
disable doodad state for unit B at location y
player1:
elapsed time is at least 15s
turn on vision for player2
wait 0ms
turn off vision for player2and then ONLY unit A would be cloaked. Both of the units were disabled though (couldnt click on them).
None.

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
Vision is slow. Waiting 1 trigger loop (0ms) isn't enough.
Use give, which gives instant vision. (still need 0ms wait)
Or make the wait like 6000ms.