Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: small cinimatics?
small cinimatics?
Apr 27 2008, 12:11 am
By: Hug A Zergling  

May 8 2008, 2:14 pm KrayZee Post #21



Quote from name:razorsnail
Krazy -- is your map on SEN DLDB? I want to see it.
Yes it is, it's inside this zip folder along with five other maps. http://www.staredit.net/files/341/



None.

May 8 2008, 10:11 pm Clokr_ Post #22



This is an old idea I had a lot of time ago (maybe a year or more) but I didn't get it working back then.
I made a concept map so you can see it. Triggers only work for P1!

Attachments:
snipertext.scx
Hits: 6 Size: 41.43kb



?????

May 9 2008, 10:59 pm Laser Dude Post #23



Quote from name:Tuxedo-Templar
Unless you used some kind of EUDs or something to increase the game speed...
I have a theory that increasing the game speed past fastest leaves hyper-triggers at 12-per-second. I think this explains both why replays of maps with hyper-triggers can desync from the game itself, and why hyper-triggers work in the first place. You're already tricking the game into thinking it's at high speed. If you take the facter of increase in trigger speed, you may notice that it is very close to the factor of increase from a normal game speed to fastestx16.

Quote from name:Tuxedo-Templar
maybe a bit tedious, though.
Ever heard of Javascript? ;)

Although mapping out each frame would be tedious.



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