why can't hidden units move?

X-maul

AKA: Demtrod
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Uhm, I'm not sure of this. (I do not have my editor open)
Why do you want to have hidden units - If you want invisible units, that can be detected by detectors, you should use the "Cloaked" flag on the unit.
 

MissKerrigan

Active Member
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23
this is an example of the problem that I have:

sometimes a trigger will activate which turns the unit on 'hidden' stats
when a stalker is moving to the left, it stop at the point where it was set to 'hidden'

so what I actually want is that the hidden stalker continue his route to the left even when hidden
 

MerrillPhish

Active Member
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10
Hidden might remove the unit from the map or something weird.
Try giving and taking the cloak ability to the unit.

Or use the Terran Banshee Cloak Ability
 

hopy

Active Member
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64
Hidden might remove the unit from the map or something weird.
Try giving and taking the cloak ability to the unit.

Or use the Terran Banshee Cloak Ability
I don't know anything about this stuff, so might as well ignore me. But wouldn't DT cloak be better, since Banshee's cloak requires an upgrade? As in adding and removing the ability via triggers.
 

Dave312

Censored for your safe viewing
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All cloaking abilities (ones that require the player to press a button to activate) just apply a buff that has the Cloaked flag checked. Units that are permanently cloaked do not use an ability but rather just have that Cloaked flag in the Unit: Flags + property checked.

I think everyone is on the right track in that making the unit cloaked is probably more what you're after than hiding the unit (just apply a buff that has the Cloaked flag checked). When you hide a unit, it is temporarily taken out of the game which probably explains why you can't get it move.
 

MissKerrigan

Active Member
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alright the cloacking ability is not what I want, you can still see the unit if watch closely

the trigger does NOT remove the unit from the game when set on 'hidden' becuase I still can use a trigger to move hidden units to a place else where
 

X-maul

AKA: Demtrod
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201
the trigger does NOT remove the unit from the game when set on 'hidden' becuase I still can use a trigger to move hidden units to a place else where
You are able to modify the hidden unit because even if the unit is temporarily taken out of the game, the position is still saved - thus it is still moveable with trigger actions.

But even though the unit can be modified with triggers, it does not mean that it can perform any actions such as moving.

Please explain what you want to do, maybe we can work out a workaround.
 

MissKerrigan

Active Member
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23
I already found one :) I created an actor-event with the 'destroy' action when the unit get's this behavior I made when the unit must turn invisible sigh....
 

Siretu

Starcraft 2 Editor Moderator
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293
For the record, I think another solution would've been to use "burrow" instead of invisibility since burrow doesn't show up even if you watch closely(I think Roach burrowed movement is an exception)
 

MissKerrigan

Active Member
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23
yes but as far as I remember, when using the burrow command, the unit stops moving untill give a move command
 

Dave312

Censored for your safe viewing
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The easy way to solve that problem is create a second ability with an Issue Order effect attached to it. Make the Issue Order effect cast the burrow ability and in the flags of the ability, check Transient. Then when you want to hide the unit, just make them cast this second ability. The transient flag will make the unit perform the burrow ability in the background (i.e not affect what the unit is currently doing).
 
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