View Full Version : Decloaking a Dark Templar.
Motosh
06-03-2007, 1:53 AM
Is there any way to get the game to make Dark Templars that aren't cloaked?
I tried using SCXE to make a "Disable doodad state for Dark Templar at Anywhere" trigger. When I ran the game it crashed. I've thought of having computer controlled observers around the map to reveal them, but I want to keep the opposing side of the board hidden. Only placing the observers on one side of the field has an undesired effect. I makes it so that you can see DT's attacking you, but not ones on the defending side while you're attacking.
So, I'm looking for a way to make all DT's decloaked at all times, without using detector units, while keeping board position hidden from the opposing force. I also don't want to alter the .MPQ for th game to do this.
masterofhobbiton
06-03-2007, 2:25 AM
I saw a mod where there were decloaked observers and DT; I think it was called 'alter_toss' but it could be a different one. It's somewhere on my desktop though; so I can find the creator on SC.org and you can ask him.
AzVortez
06-03-2007, 3:52 AM
I think you need a different map editor that's more flexible with triggers. I've seen one that lets you write your own triggers from scratch, but I don't know how to do that. I think its starforge, but im not sure. Poke around :)
matefkr
06-03-2007, 4:29 AM
You sure can do that in 1.12b. Google: EUD or buffer overflow, you can find usable things.
SilverCrusader
06-03-2007, 8:03 AM
Lemme put it in simple terms, you can't, but you can make a hallucination if it doesn't do any fighting, that solves the problem.
matefkr
06-03-2007, 9:20 AM
But you still can make it in 1.12b (without hallucination and other stuff).
Rubberbandit24
06-03-2007, 11:46 AM
The only thing I can think of is to use a mod.
The only problem with a mod is that (I'm pretty sure) it can't be played over Battlenet. However, if your map is a single-player one, then making a mod would most likely be your best bet. :)
SilverCrusader
06-03-2007, 11:50 AM
You can use it over B.net, you just have to have all the players running the mod. Lemme rephrase that:
You can't do it with a StarCraft map editor.
Motosh
06-03-2007, 2:45 PM
Tried Starforge, no good.
Matefkr, how? Do I have to revert my Starcraft game back to version 1.12b? Will it only work if all players are using that version?
The DT's are needed for fighting purposes, so no hallucinations.
Modding the .MPQ is out of my league.
Thanks for all the help so far. Might have to give up on this.
matefkr
06-03-2007, 3:03 PM
kay. if you downgrade to 1.12b, you will can only use that map on podolsk or other unofficial servers.
You can make it with a mod. You will only need datedit (i would say 1.3), uncheck the permanent cloak at dark templar, then chose single file import or someting like that after you selected the unit "part". Then you have to post your map to your teammates/enemies as silver said (if you wanna use that on b-net).
matefkr
06-03-2007, 3:05 PM
if you don't want to use it on b-net you better to downgrade to 1.12b and ask me (or look around at maplnatis and other places) about how to make it. With 1.12 you can be able to change this permanent cloak property till the game running.
You can revert your bw to 1.12b with google "bw-112b.exe" or just 1.12 starcraft or other, then you have to reinstall your sc, or delete sc "registration" from the h_key_users or something like that folder or group in regedit.. Or just simply reinstall sc.
EDIT: oops, double post.
Okay, here is your decloaked dark templar [and a shielded marine] (for 1.12b version of broodwar). Need to play in UMS.
techmaster
06-03-2007, 4:25 PM
EDIT:
out-of-date-post, ignore this
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