Cloaking using the defend ability and transparency

kingkwong92

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Whenever I cloak up, I have to cloak twice before I can go transparent. I used the chaos ability to switch between units so I could get rid of the health bar and shadows. I uncloak straight away but cloaking always takes two uses.

Trigger:
  • Cloak start
    • Events
    • Unit - A unit Is issued an order with no target
    • Conditions
    • (Issued order) Equal to (Order(defend))
    • Actions
    • Game - Display to (All players) the text: cloak
    • Unit - Add Cloak (invis) to (Triggering unit)
    • Unit - Remove Cloak (norm) from (Triggering unit)
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • ((Triggering unit) belongs to an ally of Player 1 (Red)) Equal to True
    • Then - Actions
    • Animation - Change (Triggering unit)'s vertex coloring to (100.00%, 50.00%, 50.00%) with 95.00% transparency
    • Else - Actions
    • Animation - Change (Triggering unit)'s vertex coloring to (50.00%, 50.00%, 100.00%) with 95.00% transparency

Trigger:
  • Cloak stop
    • Events
    • Unit - A unit Is issued an order with no target
    • Conditions
    • (Issued order) Equal to (Order(undefend))
    • Actions
    • Game - Display to (All players) the text: uncloak
    • Unit - Add Cloak (norm) to (Triggering unit)
    • Unit - Remove Cloak (invis) from (Triggering unit)
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • ((Triggering unit) belongs to an ally of Player 1 (Red)) Equal to True
    • Then - Actions
    • Animation - Change (Triggering unit)'s vertex coloring to (100.00%, 50.00%, 50.00%) with 0.00% transparency
    • Else - Actions
    • Animation - Change (Triggering unit)'s vertex coloring to (50.00%, 50.00%, 100.00%) with 0.00% transparency
 
I don't really understand your problem. :I

If it's about taking 2 tries to Cloak then have you tried giving the unit 2 abilities instead of one?
If unit uses Ability A, then remove Ability A and replace with Ability B, then do the cloak thingy.
If unit uses Ability B, then remove Ability B and replace with Ability A, and revert the effects of the cloak thingy.​
 
I guess Ill have to use two abilities and swap them. I was hoping to just use the defend to toggle between the two. I do want to know why it hakes two tries to activate but it deactivates normally.
 
Yes it does. Its goes like this.
Cloak (doesnt work)
Cloak (works)
Uncloak (works)
Cloak (doesnt work)
Cloak (works)

I've remade my trigger using XeNiM666 idea but it still doesnt work. Im doing some test triggers for the chaos ability. I think this is were the problem is at. Once it gains Chaos, it no longer is triggering unit or the unit variable that it was saved as. I think that it still stays in the unit group but Im testing that at the moment. Changing the units transparency then giving chaos removes it sinces its a new unit now. Still cant really get my head around this chaos ability.

EDIT!!
After some testing. The unit can be called back using the variable it was saved in by another trigger but not in the same trigger that gave it the chaos ability. The unit stays in the same group however picked unit doesnt work in the same trigger that chaos was given. Im guessing that chaos instantly changes it to a new unit however the when it gets re-saved as the new unit or placed back into the group, this happens afterwards (some sort of delay).
 
Last edited:
Could it be that your cloaking applies to the unit before chaos affects it?
 
I changed it but you cant change the cloaking after chaos because you cant detect the unit. Ive fixed it using this.
Trigger:
  • Cloak start
    • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
    • (Ability being cast) Equal to Cloak (on)
    • Actions
    • Game - Display to (All players) the text: cloak
    • Set Player_Number = (Player number of (Owner of (Triggering unit)))
    • Set cloak[Player_Number] = True
    • Unit Group - Add (Triggering unit) to cloak_group
    • Trigger - Turn on Cloaking <gen>

Trigger:
  • Cloak stop
    • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
    • (Ability being cast) Equal to Cloak (off)
    • Actions
    • Game - Display to (All players) the text: uncloak
    • Set Player_Number = (Player number of (Owner of (Triggering unit)))
    • Set cloak[Player_Number] = False

Trigger:
  • Cloaking
    • Events
    • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • (Number of units in cloak_group) Greater than 0
    • Then - Actions
    • Unit Group - Pick every unit in cloak_group and do (Actions)
    • Loop - Actions
    • Set Player_Number = (Player number of (Owner of (Picked unit)))
    • Set real = (1.50 - (0.10 x (Real((Current research level of Cloaking for (Player(Player_Number)))))))
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • (Mana of (Picked unit)) Greater than or equal to real
    • Then - Actions
    • Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - real)
    • Else - Actions
    • Set cloak[Player_Number] = False
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • cloak[Player_Number] Equal to True
    • (Unit-type of (Picked unit)) Equal to Gundam
    • Then - Actions
    • Unit - Remove Cloak (norm) from (Picked unit)
    • Unit - Add Cloak (invis) to (Picked unit)
    • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • cloak[Player_Number] Equal to False
    • (Unit-type of (Picked unit)) Equal to Gundam (invis)
    • Then - Actions
    • Unit - Remove Cloak (invis) from Hero[Player_Number]
    • Unit - Add Cloak (norm) to Hero[Player_Number]
    • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • cloak[Player_Number] Equal to True
    • Then - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • ((Picked unit) belongs to an ally of Player 1 (Red)) Equal to True
    • Then - Actions
    • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 50.00%, 50.00%) with 95.00% transparency
    • Else - Actions
    • Animation - Change (Picked unit)'s vertex coloring to (50.00%, 50.00%, 100.00%) with 95.00% transparency
    • Else - Actions
    • Unit Group - Remove (Picked unit) from cloak_group
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • ((Picked unit) belongs to an ally of Player 1 (Red)) Equal to True
    • Then - Actions
    • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 50.00%, 50.00%) with 0.00% transparency
    • Else - Actions
    • Animation - Change (Picked unit)'s vertex coloring to (50.00%, 50.00%, 100.00%) with 0.00% transparency
    • Else - Actions
    • Trigger - Turn off (This trigger)
 
I just realised that after I uncloak. I have returned to my normal colours. Im not red if im on the red team and not blue if im on the blue team. I lose the colour change but im not transparent tho
 
No, The chaos ability messes up the trigger. I just used another trigger that checks every second to change the colour back. Kind of annoying and slows down the map tho.
 
Does a "Wait X seconds" help?
You could also create a timer and add an action to it, but I don't recall if that's possible in GUI.
 
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