Hello, I am trying to create a custom behavior based off of the Sensor Tower Radar. In particular, I am trying to get it to include cloaked units. While viewing the Radar Behavior, I went to Behavior -> Unit, and under the Radar Filter I set Cloaked = Allowed. I also set everything else in that filter to be allowed, just to make sure I did not miss something. Unfortunately that did not work - the radar behavior had no apparent change when I tested it on some cloaked enemy units. I looked through the other Behavior tabs, but have not yet found anything else that looks as promising. Any ideas? Thanks in advance!
Are you sure you tested your radar in the fog of war? It doesn't actually "detect" cloaked units, only show them as red (!) when in the fog.
Also check that said red blip actor (and potential host actors) don't inherit the "cloak status" from their host unit (many model attachments do, if the target is cloaked you don't see the effects either)
Actually the radar behaviour has an actor called Blip visual. It is easy enough to simulate a radar using a Search Area effect, hidden buffs and Model actors with the Actor - Fog Visibility field set accordingly.
Thanks for the advice guys, even though I have not quite figured it out yet. I tried updating the blip actor to not inherit the cloak status. I also tried creating a custom search effect, but that is a little too advanced for me yet. I did however find a couple other threads on this same topic, one of which concluded that there is a bug that does not allow cloaked units to be radar-detectable. I pretty much confirmed this by setting up a trigger that sets the triggering unit's "Visible to Radar" state to true upon its entering the playable map area. Even with that, the cloaked units still did not show up on the radar. When I also set a trigger to set their "Detectable" state to true upon entering the map, they became visible when I walked up to them, but still were not visible on radar.
So as an alternative, I am now trying to figure out how to set a unit's alpha value / opacity to 0. I want the unit model to be invisible, but not its weapon animations. Any advice on how to do this? Thanks in advance!
I managed to get a successful workaround, by doing the following two things:
1) Data > Actors > Ghost > Event > right-click in Actor Event area > Add Event > Msg Type: Unit Birth, Source Name: Ghost > select Action Impact (nested under the Event I just created) > Msg Type: Set Opacity > Opacity: 0 => makes the unit transparent.
2) Data > Actors > Ghost > UI > Status Bar Flags > uncheck Life flag => hides health bar.
This workaround does not show the translucent cloaked effect, but that is fine - the radar blips show up, and so do the attack animations.
Hello, I am trying to create a custom behavior based off of the Sensor Tower Radar. In particular, I am trying to get it to include cloaked units. While viewing the Radar Behavior, I went to Behavior -> Unit, and under the Radar Filter I set Cloaked = Allowed. I also set everything else in that filter to be allowed, just to make sure I did not miss something. Unfortunately that did not work - the radar behavior had no apparent change when I tested it on some cloaked enemy units. I looked through the other Behavior tabs, but have not yet found anything else that looks as promising. Any ideas? Thanks in advance!
Are you sure you tested your radar in the fog of war? It doesn't actually "detect" cloaked units, only show them as red (!) when in the fog.
Also check that said red blip actor (and potential host actors) don't inherit the "cloak status" from their host unit (many model attachments do, if the target is cloaked you don't see the effects either)
Actually the radar behaviour has an actor called Blip visual. It is easy enough to simulate a radar using a Search Area effect, hidden buffs and Model actors with the Actor - Fog Visibility field set accordingly.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Thanks for the advice guys, even though I have not quite figured it out yet. I tried updating the blip actor to not inherit the cloak status. I also tried creating a custom search effect, but that is a little too advanced for me yet. I did however find a couple other threads on this same topic, one of which concluded that there is a bug that does not allow cloaked units to be radar-detectable. I pretty much confirmed this by setting up a trigger that sets the triggering unit's "Visible to Radar" state to true upon its entering the playable map area. Even with that, the cloaked units still did not show up on the radar. When I also set a trigger to set their "Detectable" state to true upon entering the map, they became visible when I walked up to them, but still were not visible on radar.
So as an alternative, I am now trying to figure out how to set a unit's alpha value / opacity to 0. I want the unit model to be invisible, but not its weapon animations. Any advice on how to do this? Thanks in advance!
I managed to get a successful workaround, by doing the following two things:
1) Data > Actors > Ghost > Event > right-click in Actor Event area > Add Event > Msg Type: Unit Birth, Source Name: Ghost > select Action Impact (nested under the Event I just created) > Msg Type: Set Opacity > Opacity: 0 => makes the unit transparent.
2) Data > Actors > Ghost > UI > Status Bar Flags > uncheck Life flag => hides health bar.
This workaround does not show the translucent cloaked effect, but that is fine - the radar blips show up, and so do the attack animations.
Thanks again for your help!