Hello, long time sc/br player here. I don't remember any other starcraft/brood war communities except for staredit.net so I've come to ask for your help.
I'm specifically looking for information pertaining to the glitch involving gatherers(scv/drone/probe) and hallucinated vespene tank.
A simple rundown of what the procedure is:
1. use high templar to hallucinate some vespene tanks and get some probes to pick up the vespene tanks(leaving one to track when the hallucination wears off).
2. spawn multiples of same unit(I remember using UMS maps to spawn units as well).
3. Kill the probe holding the hallucinated vespene tank(after vespene tank hallucination duration is over).
4. The unit that you were spawning should appear in place of where the probe died.
5. Order a worker to run by the unit and it picks up a unit like a mineral and use attacks with it.
I remember a few such as top portion of the missle turret making the probe spin around, giant flashing blue square, reverse robotics bay, etc.
I was wondering if anyone had a master list of what spawned units coorelates to what unit will be grabbed by the gatherer(If I spawned 20 queens and in step 5 I "grab" the queen, it'll be a different unit and not a queen that's being grabbed by the gatherer).
If someone has a map that showcases this glitch, I would appreciate it if you can share that with me
Thanks all for your time and hope to hear from you soon.
None.
An artist's depiction of an Extended Unit Death
I don't believe we have a master list for the hallucinated resource glitch.
Here's a really old post describing the process with several examples:
Long Quote
New trick discovery
Thanks to MrrLL, we have a new trick to include into map making. What is it? Well MrrLL has discovered how peons can hold hallucinated powerups. This idea was expanded and I was involved. We thought, "What happens if it runs out, and we kill it?" Well, the hallucinated powerup ran out of energy, and we killed it. What happened? *BOOM* Crash. This was a few months ago, the time we pushed this idea aside.
Just recently, we discovered that if units were created after the hallucinated powerup ran out of energy, and the peon was killed, one of the units would be moved to where the peon died. This was really cool. We could move larva off their creep, move scarabs and interceptors out of their hangars, move nukes out from their silos, and move addons away from their main buildings while still being connected. Very soon after, we found out that peons could pick up these units that were moved as long as the unit itself was not moved! It would then become an overlay. held by the peon. This overlay would be determined by images.dat in the *.mpq file.
What does the trick do exactly?
The trick will allow you to pick up more than just powerups with peons, but any unit as well.
How is it accomplished?
This trick is very easy to accomplish and can be reproduced with triggers.
SECTION 1: Hallucination, and the powerup.
You would need a powerup that actually has Hit Points. These powerups would be known as 'extra powerups'. Hallucinate that powerup and pick up the hallucinations with peons before it runs out of energy. When it runs out of energy, make a few units after. These units will fill up the empty unit slots that the hallucinations took. It is important to make more units than hallucinations to avoid crashing(So if you made two hallucinations, make 3 units or more. This counts even if you kill one of the hallucinations and not use it at all.). Creating and/or killing units in the game while this process is taking place will greatly affect the outcome.
SECTION 2: Unit slots, and how this trick works.
When you hallucinate the powerup, two new units are created. Let's look at them on a chart;
UNIT 1 - Start Location
UNIT 2 - High Templar
UNIT 3 - Probe 1
UNIT 4 - Probe 2
UNIT 5 - Non-Hallucinated powerup
UNIT 6 - Hallucinated powerup 1
UNIT 7 - Hallucinated powerup 2
UNIT 8 - Unused
These units are just for an example. It is the unit order, the order in which they were created or preplaced.
Now when the hallucination runs out, you'll get this:
UNIT 1 - Start Location
UNIT 2 - High Templar
UNIT 3 - Probe 1
UNIT 4 - Probe 2
UNIT 5 - Non-Hallucinated powerup
UNIT 6 - Unused
UNIT 7 - Unused
UNIT 8 - Unused
Now, because the probe(s) picked up the hallucinated powerup(s), it is now carrying nothing. The overlay and data that sais "Hey buddy, I'm carrying this", will stay though. Now what the probes are carrying is determined by UNIT 6 and UNIT 7. Now say you make a few Valkyries. You would now get this:
UNIT 1 - Start Location
UNIT 2 - High Templar
UNIT 3 - Probe 1
UNIT 4 - Probe 2
UNIT 5 - Non-Hallucinated powerup
UNIT 6 - Valkyrie
UNIT 7 - Valkyrie
UNIT 8 - Valkyrie
Keep in mind, that the probes are still holding UNIT 6 and UNIT 7. Now, when the probes are destroyed, and they drop the powerup, they will drop UNIT 6 and UNIT 7, which are Valkyries. But, the valkyries can now be picked up! I'm not sure why it gives units the attribute to be picked up, but it's just what it does.
SECTION 3: The list.
When you pick up these units, they will turn into something else when the peon is holding it. The graphic being held is determined by images.dat. Here is a list of all the more stable ones.
CODE
ULTRALISK - STABLE - TOSS BUILDING RUBBLE SMALL
BROODLING - STABLE - TOSS BUILDING RUBBLE LARGE
DRONE - STABLE - BATTLECRUISER
OVERLORD - STABLE - BATTLECRUISER SHADOW
GUARDIAN - STABLE - CIVILIAN
QUEEN - STABLE - CIV SHADOW
DEFILLER - STABLE - DROPSHIP
SCOURGE - STABLE - DROPSHIP SHADOW
MATRIARCH - STABLE - FIREBAT
INFESTED TERRAN - STABLE - FIREBAT SHADOW
INFESTED KERRIGAN - STABLE - GHOST
UNCLEAN ONE - STABLE - Ghost shadow
DEVOURING ONE - STABLE - GHOST DEATH
YGGDRASIL - STABLE - GOLIATH BOTTOM
VALKYRIE - STABLE - GOLIATH HEAD ! LOL WADDLES LIKE A PENGUIN!
COCOON - STABLE - GOLIATH SHADOW
CORSAIR - STABLE - SARAH KERRIGAN
DARK TEMPLAR - STABLE - KERRIGAN SHADOW
DEVOURER - STABLE - MARINE
DARK ARCHON - STABLE - MARINE SHADOW
ZEALOT - STABLE - MARINE DEATH
DRAGOON - STABLE - WRAITH
HIGH TEMPLAR - STABLE - WRAITH SHADOW
ARCHON - STABLE - WRAITH JETS
SHUTTLE - STABLE - SCANNER SWEEP
SCOUT - STABLE - SCV
ARBITER - STABLE - SCV SHADOW
INTERCEPTOR - STABLE - TANK TANK MODE!
DARK TEMPLAR(HERO) - STABLE - TANK TURRET
ZERATUL - STABLE - TANK TANK MODE SHADOW
TASSADAR - STABLE - VULTURE
MOJO - STABLE - VULTURE SHADOW
OBSERVER - STABLE - SCIENCE VESSEL TURRET
Machine Shop - (UN?)STABLE(if used properly) - TURRET TOP, Will make peon spin and spin, if you order peon to do something, game crashes, if you interrupt it, game crashes. Ensnare, stasis, will not interrupt it.
PHOTON CANNON - STABLE - RAGNASAUR SHADOW
CITADEL OF ADUN - STABLE - RHYNADON
CYBERNETICS CORE - STABLE - RHYNADON SHADOW
TEMPLAR ARCHIVES - STABLE - BENGALAAS
FORGE - STABLE - BENGALAAS SHADOW
MINERAL FIELD 2 - STABLE - ZERG BEACON
MINERAL FIELD 3 - STABLE - ZERG BEACON GLOW
VASPENE GEYSER - STABLE - CRYSTAL FROM STASIS
WARP GATE - STABLE - CRYSTAL FROM STASIS
PSI DISRUPTOR - STABLE - HUGE CRYSTAL FROM BIG STASIS
ZERG BEACON - STABLE - SMALL SHIELD MATRIX(overlay)
TERRAN BEACON - STABLE - MEDIUM SHIELD MATRIX(overlay)
PROTOSS BEACON - STABLE - LARGE SHIELD MATRIX(overlay)
ZERG FLAG BEACON - SMALL SHIELD MATRIX(underlay)
TERRAN FLAG BEACON - MEDIUM SHIELD MATRIX(underlay)
PROTOSS FLAG BEACON - LARGE SHIELD MATRIX(underlay)
POWER GENERATOR - STABLE - SMALL SHIELD MATRIX HIT
OVERMIND COCOON - STABLE - MEDIUM SHIELD MATRIX HIT
DARK SWARM - STABLE - LARGE SHIELD MATRIX HIT
SECTION 4: Triggers.
You want to reproduce it, but with triggers. This shouldn't be too hard. Preplace the powerups hallucinated, and have a computer own some probes or something. Making sure no units are created or lost, use a trigger to order the probes to pick up the powerups. Have a wait counter to go for as long as the hallucination exists. When your timer reachers 0, have a trigger create the units you want, and then kill the probe holding the powerup. Then have a trigger creating probes to pick up the new powerup.
SECTION 5: Attacking.
What happens when you attack? It's very simple and important. If the probe goes to attack and is holding something that can't normally attack, example: a civilian, it will crash, because the civilian doesn't have an attacking animation. If you pick up a firebat and attack with that, it will show the firebat attacking along with the probe. These attacks will do extra damage too. A firebat will do the probes damage for each max hit. A firebat has a max hits if 3 and the probe's regular damage is 5, so 5*3+5 = 20 damage.
SECTION 6: FAQ.
Q: Is this unstable? Does it crash a lot? What are some reasons for crashing?
A: Stability depends on how the glitch is executed. It will crash if executed poorly, or if certain units are picked up. Some units will turn into buildings, and buildings can't face every direction, thus crashing.
Q: What will patch 1.12 do to this?
A: Unless patch 1.12 disallows peons to hold hallucinated powerups, or drastically changes the order of images.dat, then the list and method will be the same.
Q: Ah! I used the drone and it crashed/became invisible! What happened?
A: The drone picked itself up. It brought itself over to "the other side". To fix this, have the drone hold something before killing the probe or whatever unit is holding the hallucinations.
SECTION 7: Map and replay.
You can get a map that has the stable units in it here: [attachmentid=4739]
You can get a replay of me doing the most interesting ones here: [attachmentid=4740]
SECTION 8: Larva, and zerg units.
You do the steps, and make some zerg units, kill the probes, and it crashes. You're doing something wrong already.
When larva are created, they take up unit slots, for example:
UNIT 1 - Hatchery
UNIT 2 - LARVA
UNIT 3 - LARVA
UNIT 4 - LARVA
UNIT 5 - PROBE
UNIT 6 - PROBE
UNIT 7 - HALLUCINATION
UNIT 8 - HALLUCINATION
Now when the hallucinations die, and you morph the larva to a defiler or something, it then becomes
UNIT 1 - Hatchery
UNIT 2 - Defiler
UNIT 3 - Defiler
UNIT 4 - Defiler
UNIT 5 - PROBE
UNIT 6 - PROBE
UNIT 7 - nothing
UNIT 8 - nothing
So when you go to kill the probes, it will drop 'nothing' which will crash the game. If you wait, and the hatchery produces more larva, it then becomes
UNIT 1 - Hatchery
UNIT 2 - Defiler
UNIT 3 - Defiler
UNIT 4 - Defiler
UNIT 5 - PROBE
UNIT 6 - PROBE
UNIT 7 - Larva
UNIT 8 - Larva
You then morph THOSE larva. Clear?
According to a 2008 post, this should be the offset for figuring out what result you would get:
You must create the units AFTER the hallucination has run out on the powerups, then kill the worker in any way and it will drop the unit you created, pick up that unit and you will get whatever image ID is 177 higher than the unit ID dropped.
We have a list of unit IDs here:
http://www.staredit.net/wiki/index.php/Unit#Unit_IDsWe don't have docs on images.dat on our wiki, but there appears to be one here:
http://www.stormcoast-fortress.net/Spc/spc3b1.htmlSo to get the Missile Turret head image (Image ID 297), you'd create Terran Machine Shops (Unit ID 120), because 120 + 177 = 297.
Thanks very much. So in order for me to create a map, does it have to be in a similar fashion to EUD so that the Unit Index is preserved?
None.
An artist's depiction of an Extended Unit Death
No, you have no interest in specific index IDs for this trick. All you need to ensure is that the unit created after the hallucination expires is the correct one.
In a game with units constantly or randomly being created, this can be an issue, but if you can reliably place the desired unit after the hallucination disappears, you can use this trick in any map.
Thank you very much Roy! It's good to see people are still very knowledgeable about Starcraft nowadays.
None.