Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: help with ghost issues
help with ghost issues
Jan 26 2010, 3:13 pm
By: BloodRed  

Jan 26 2010, 3:13 pm BloodRed Post #1



ok. so im working on a map. (any surprise there?) and of course ive hit a snag.

im working on trying to get some computer controlled ghosts to attack while cloaked. sounds easy, i thought so too, but apparently it aint.

i use a trigger to spawn the ghosts cloaked. the ghosts then proceed to just stand there. no attacks whatsoever against any enemy units.

i have tried using the different order commands, even junk yard dog... and i have also tried using the different AI scripts. nothing seems to work.

is there something i did that you think i did wrong? does someone know a way to get them to attack? help would be nice!



None.

Jan 26 2010, 3:16 pm Magicide Post #2

Sleeping wolves wake hungry.

They usually attack if something's attacking them.




Jan 26 2010, 3:16 pm CecilSunkure Post #3



Ghosts don't attack while cloaked, unless specifically told so, even while under human control. I believe what you are going to need to do, is spawn them uncloaked, have them be attacked, and when they are attacked they will cloak and continue firing. Make sure they have the energy to cloak, and have the cloaking upgrade. You will probably also want to disable the lock down.



None.

Jan 26 2010, 3:44 pm BloodRed Post #4



Quote from CecilSunkure
Ghosts don't attack while cloaked, unless specifically told so, even while under human control. I believe what you are going to need to do, is spawn them uncloaked, have them be attacked, and when they are attacked they will cloak and continue firing. Make sure they have the energy to cloak, and have the cloaking upgrade. You will probably also want to disable the lock down.

if the ghosts are enemies of human players they will attack the player without a second thought. but they will not attack an enemy comp. i cant figure out why.

i would REALLY like to NOT spawn them uncloaked. doing so would completely ruin the entire reason im spawning them cloaked.

also, everything you mentioned about having cloak researched etc. i have done. but you mentioned that will attack if told to do so. did i do something wrong with the ai or order triggers? or do you mean manually?



None.

Jan 26 2010, 5:20 pm CecilSunkure Post #5



I meant manually. If you want them to attack each other, one will have to be uncloaked and have vision of the other.



None.

Jan 26 2010, 6:45 pm BloodRed Post #6



i have been reading a thread that discusses a method of cloaking almost any unit. (title is something about cloaking creep colonies or something) do the units cloaked in this way act the same as these ghosts are?



None.

Jan 26 2010, 7:31 pm rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

Ghosts are designed to not attack when cloaked because they have to sneak in and do a nuclear strike. It's part of their default AI. No other unit has it.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jan 26 2010, 8:02 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

It might work to create them uncloaked in a area off the playing field have them be attacked there, so they cloak and then move them where you need them.

When it comes to AI you generally have to be creative to get it to do what you want.




Jan 26 2010, 8:34 pm BloodRed Post #9



ty raider. thats an idea. i might try that.



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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
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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
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[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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