Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Artifical lag/slowing the game speed
[SOLVED] Artifical lag/slowing the game speed
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Dec 4 2011, 12:44 am
By: Pr0nogo  

Dec 4 2011, 12:44 am Pr0nogo Post #1



I want to have a sequence in a cutscene right before the cinematic ends (which will also end the map) where the map slows down, for added drama. Is this possible? I have read that it's possible to create artificial lag. Is this possible in single-player?




Dec 4 2011, 12:48 am Roy Post #2

An artist's depiction of an Extended Unit Death

If you're doing single player, couldn't you spam the "Pause Game" and "Unpause Game" actions?

You can create lag on units by moving units onto them via triggers (air units and burrowed units work best for this effect). You can lag the game by spamming the "Move Unit" action on a large number of units to an invalid location (which won't actually move the units) and other costly actions.

Finally, if you want to resort to EUD Actions, you can change the game speed using this address.

Post has been edited 1 time(s), last time on Dec 4 2011, 3:09 am by Roy. Reason: Bad link




Dec 4 2011, 2:50 am Pr0nogo Post #3



For EUD, which address is the Game Speed one? I can't find it.




Dec 4 2011, 3:06 am Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote
006CDFD4 1.16.1 Win Game Speed 4 1
It's the one on the 6th page.
Click here for it's own page there




Dec 4 2011, 3:08 pm Heinermann Post #5

SDE, BWAPI owner, hacker.

I think spamming pause/unpause is a good idea (incl. hypers) if it is only Single Player.
If you don't absolutely need to use EUD, then don't.




Dec 4 2011, 4:20 pm O)FaRTy1billion[MM] Post #6

👻 👾 👽 💪

Quote from Roy
You can create lag on units by moving units onto them via triggers (air units and burrowed units work best for this effect).
What's wrong with just doing this one? Tux had a map where he used this ...



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Dec 5 2011, 2:27 am ClansAreForGays Post #7



Wait, how the hell does the unpause trigger run if the game is paused?




Dec 5 2011, 3:40 am jjf28 Post #8

Cartography Artisan

Triggered Pauses and Multiplayer/Menu pauses are quite different

IIRC, Triggered pauses only run until the end of the trigger in which it was initiated, so the game only stays paused for the duration of any waits/transmissions within that trigger, AFAIK the unpause action isn't neccesary (at least in patch 1.16.1)



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Dec 5 2011, 10:21 am O)FaRTy1billion[MM] Post #9

👻 👾 👽 💪

Quote
PAUSE GAME

This action will put the game in a pause state. If a matching Unpause Game is not found, the program automatically unpauses the game when the current trigger is finished. Note that pause game has no effect in multiplayer scenarios or against computer controlled players.

Copyright © 1997 Blizzard Entertainment. All Rights Reserved.




TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Dec 5 2011, 1:24 pm NudeRaider Post #10

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from O)FaRTy1billion[MM]
Quote from Roy
You can create lag on units by moving units onto them via triggers (air units and burrowed units work best for this effect).
What's wrong with just doing this one? Tux had a map where he used this ...
You'll get different amounts of lag and thus different game speeds depending on you processing power.




Dec 5 2011, 5:40 pm Roy Post #11

An artist's depiction of an Extended Unit Death

Quote from NudeRaider
Quote from O)FaRTy1billion[MM]
Quote from Roy
You can create lag on units by moving units onto them via triggers (air units and burrowed units work best for this effect).
What's wrong with just doing this one? Tux had a map where he used this ...
You'll get different amounts of lag and thus different game speeds depending on you processing power.
Actually, the quoted suggestion isn't lagging the game itself, but slows the movement of the affected units. I guess I could have phrased that differently: basically, it's the result of constantly moving or creating a unit on top on another unit.




Dec 5 2011, 8:05 pm Pr0nogo Post #12



I'm trying to lower overall game speed. Since EUDs are a pain in the rear end, I'll probably end up using pause/unpause.




Dec 6 2011, 1:13 pm NudeRaider Post #13

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Roy
Actually, the quoted suggestion isn't lagging the game itself, but slows the movement of the affected units. I guess I could have phrased that differently: basically, it's the result of constantly moving or creating a unit on top on another unit.
Oh right, I was just skimming it and thought you meant moving so many units that the game itself starts lagging.




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