Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Floating Marine
Floating Marine
Jun 22 2009, 2:51 am
By: Hug A Zergling  

Jun 22 2009, 2:51 am Hug A Zergling Post #1



Alright, I haven't been able to map at all for a VERY long time, so I've lost most of knowledge I had on mapping (as little as it might be).

Anyways, I'm trying to create the illusion of a marine "floating" or using some sort of jets (Think "Gundam"). An observer controls the marine, having the marine constantly moved behind it via mobile grids. Also, there is a trail exploding nukes, to make it seem as he's jetting forward. (I basically want the marine to be able to move without him walking)
I've never done mobile grids before, so I don't want to have to set on up just to have it not work. Can anyone tell me if this would work or not, or provide a better idea?



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Jun 22 2009, 3:58 am Falkoner Post #2



Hmm, actually, if you use the hallucinated powerup glitch, you can actually get a marine that has a sort of shadow if you get the right unit ID to pick up a Scanner Sweep, it looks more like it's floating, although you'd have a peon attached to it, unfortunately..

If you're only traveling on the ground, you could use a zergling grid to make it smoother.



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Jun 22 2009, 1:28 pm Hug A Zergling Post #3



Quote from Falkoner
Hmm, actually, if you use the hallucinated powerup glitch, you can actually get a marine that has a sort of shadow if you get the right unit ID to pick up a Scanner Sweep, it looks more like it's floating, although you'd have a peon attached to it, unfortunately..

If you're only traveling on the ground, you could use a zergling grid to make it smoother.
I don't know what a peon is, or how I would do that :ermm:

I was going to use the Null terrain block that's left(?) to the creep so units could walk on it. Is that burrow-able?



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Jun 22 2009, 4:13 pm lil-Inferno Post #4

Just here for the pie

A peon in StarCraft is an SCV, Probe, Or Drone.

As for your null question, yes, units can burrow on it, and it's to the right of creep, not left.




Jun 22 2009, 4:36 pm SelfPossessed Post #5



You could have a computer controlled cloaked drone (use unburrow + arbiter glitch) hold the Marine.



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Jun 23 2009, 2:34 am Hug A Zergling Post #6



Alright, more questions.

Arbiter glitch? and Hallucinated Power-up Glitch?



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Jun 24 2009, 1:42 am stickynote Post #7



Hallucinated power up glitch:

First, have a high templar cast hallucinate on a power up (ie. gas box). Then have a peon pick the hallucination up. Then build 9 of the same units from a building. Then, I think, although I may be missing a step, the hallucination the peon is carrying should change into a unit.



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Jun 24 2009, 1:52 am Morphling Post #8



Quote from stickynote
Hallucinated power up glitch:

First, have a high templar cast hallucinate on a power up (ie. gas box). Then have a peon pick the hallucination up. Then build 9 of the same units from a building. Then, I think, although I may be missing a step, the hallucination the peon is carrying should change into a unit.
Create the 5-9 units after the other hallucinated power up (one not carried) disappears. Then kill the peon holding the other hallucinated power up. Some units might cause a crash.

Attachments:
Powerup Units.scx
Hits: 17 Size: 24.98kb



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Jun 26 2009, 3:51 am Hug A Zergling Post #9



Quote from Morphling
Quote from stickynote
Hallucinated power up glitch:

First, have a high templar cast hallucinate on a power up (ie. gas box). Then have a peon pick the hallucination up. Then build 9 of the same units from a building. Then, I think, although I may be missing a step, the hallucination the peon is carrying should change into a unit.
Create the 5-9 units after the other hallucinated power up (one not carried) disappears. Then kill the peon holding the other hallucinated power up. Some units might cause a crash.
That's cool, but I don't see how often it would be used. And the Arb glitch?



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Jun 27 2009, 8:25 pm Falkoner Post #10



Well, the problem with my idea is that it wouldn't really work well automated, since I know no way of forcing a scanner sweep.



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Jun 28 2009, 3:26 am candle12345 Post #11



Forcing a scanner sweep is easy, but expensive in terms of playercount.

2 Players, Red and Blue (for example)
All you have to do is spawn a burrowed zergling and a dark templar where you want the scanner sweep.
Give the zergling to Red, and the DT to Blue, also make sure red has a comsat with energy.
Make sure they are unallied to eachother.
Allow the DT to strike the zergling once (preferably not killing it), and remove both units.

I believe that should work.
(Oh they both have to be AI)

Also, Red has to give Blue vision, but blue CANNOT give red vision.

Post has been edited 1 time(s), last time on Jun 28 2009, 3:33 am by candle12345.



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Jun 28 2009, 5:38 am Falkoner Post #12



Quote from candle12345
Forcing a scanner sweep is easy, but expensive in terms of playercount.

2 Players, Red and Blue (for example)
All you have to do is spawn a burrowed zergling and a dark templar where you want the scanner sweep.
Give the zergling to Red, and the DT to Blue, also make sure red has a comsat with energy.
Make sure they are unallied to eachother.
Allow the DT to strike the zergling once (preferably not killing it), and remove both units.

I believe that should work.
(Oh they both have to be AI)

Also, Red has to give Blue vision, but blue CANNOT give red vision.

Yeah, but you'd actually need 3 or 4 scanner sweeps within a very small timeframe..



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Jul 11 2009, 5:24 pm Vi3t-X Post #13



Replace P1 (RED) with P9 (GREEN, UNUSED).



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