Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: cloaking all units in 1 location
cloaking all units in 1 location
This topic is locked. You can no longer write replies here.
Jan 5 2009, 4:46 pm
By: okeee  

Jan 5 2009, 4:46 pm okeee Post #1



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.

Jan 5 2009, 5:03 pm Devourer Post #2

Hello

Quote from okeee
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.

Jan 5 2009, 9:07 pm Vrael Post #3



Be careful with this though, because certain units will crash the game when cloaked.



None.

Jan 5 2009, 10:04 pm Falkoner Post #4



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.

Jan 6 2009, 6:11 am Vrael Post #5



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.

Jan 6 2009, 6:13 am Falkoner Post #6



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.

Jan 6 2009, 9:53 am okeee Post #7



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.

Jan 6 2009, 2:36 pm NudeRaider Post #8

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.




Jan 6 2009, 11:19 pm okeee Post #9



Quote from Falkoner
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.

Jan 7 2009, 12:34 am Falkoner Post #10



Quote
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.

Jan 7 2009, 9:23 am okeee Post #11



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 player2


and then ONLY unit A would be cloaked. Both of the units were disabled though (couldnt click on them).



None.

Jan 7 2009, 12:54 pm NudeRaider Post #12

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.




Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[06:28 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.
[06:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[06:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[02:28 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
[02:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[08:51 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
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
[2026-7-14. : 11:43 pm]
Ultraviolet -- let's take each other's clothes off :teach:
[2026-7-14. : 11:03 pm]
Vrael -- :teach:
Please log in to shout.


Members Online: NudeRaider