Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Request: Ghost effect for a still unit.
Request: Ghost effect for a still unit.
Aug 10 2009, 7:48 am
By: youarenotworthy  

Aug 10 2009, 7:48 am youarenotworthy Post #1



I am making an RPG and in the beginning of the RPG, you meet with 4 ghosts. (That's all I care to discuss)

So, I need to make the 4 units look ghostly. Marine, templar, zealot, and firebat.

Does anyone have any ideas as to how to do this? Is there a way to make a unit LOOK hallucinated even when it is not owned by the player? Any other ideas? Please share.



None.

Aug 10 2009, 8:05 am Falkoner Post #2



Hmm, in Mystic Islands I was planning on having a sort of "hologram" effect, where the unit would move away, then back, like every other trigger loop, however, I don't think it'll work for a ghostly effect(maybe..), you could try to find a player color that looks ghostly, but then you'd have to have other units keep it the entire game.

If it's one player, you could actually make them hallucinated and owned by him, and just constantly give it to another player then back, so they can't select it, or constantly move it there.



None.

Aug 10 2009, 8:08 am youarenotworthy Post #3



Simply making it a ghostly color is not enough I'm afraid, although I may have to resort to that.

As for the second idea, I already tried it, and you can't give away hallucinated units. :(~



None.

Aug 10 2009, 8:12 am Falkoner Post #4



Quote
As for the second idea, I already tried it, and you can't give away hallucinated units. :( ~

Then you can try the second suggestion, and just constantly move it back to the spot, the player would be able to select it as their own, but that's it.



None.

Aug 10 2009, 8:15 am youarenotworthy Post #5



I'll try that then. I wonder if I can constantly remove and re-make the unit, to give it like a flashing effect? Do you think that would work?? You can respond and i am going to try it right now.


Nah. Doesn't work fast enough, not that I expected it would.

Ok, I forgot I didn't have hyper triggers on. It works, its just a little silly looking, I guess ill use it for now.

If anyone has more ideas, please let me know.

Post has been edited 1 time(s), last time on Aug 10 2009, 8:23 am by youarenotworthy.



None.

Aug 10 2009, 4:16 pm Kaias Post #6



Cloaked and detected. Though that isn't very 'special'.



None.

Aug 10 2009, 4:40 pm Demented Shaman Post #7



Hallucination explosions?



None.

Aug 10 2009, 4:50 pm ClansAreForGays Post #8



Just center a bunch of obs over them.




Aug 10 2009, 5:07 pm Madroc Post #9



Deaths of high templars around the place might make it seem like a ghostly scene.



None.

Aug 10 2009, 5:15 pm Jesusfreak Post #10



All but the zealot can be cloaked (assuming you're using jungle tilset) with the disable enable enable trick. Cloaking and detection, as Kaias said, would probably work just fine.

Actually, I think the zealot can be cloaked, but it can't move or anything, if that's ok. It doesn't crash, if I remember correctly.



None.

Aug 12 2009, 6:56 pm lil-Inferno Post #11

Just here for the pie

Have about ten to twenty observers hovering over each, constantly ordered to move on top of them. That should give quite a ghostly effect.




Aug 12 2009, 8:35 pm Pyro682 Post #12



Dark Templars make a better "Ghostly" scene than High templars, imo.

If you order observers, you most definately want to copy the "Order Observers" trigger over and over, as it will make it a bit faster.



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[03:29 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.
[08:35 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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