Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Player 14 2x Speed
Player 14 2x Speed
Oct 4 2008, 9:54 am
By: SinistrouS  

Oct 4 2008, 9:54 am SinistrouS Post #1



I know about player 15 scarab with 2x speed, who doesn't. But is player 14 scarab patched?

Another question. Sorry I just glanced at the 2x speed tutorial, but are there side-effects of placing p15 scarab first?



None.

Oct 4 2008, 11:13 am Ahli Post #2

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

p14 scarab is nearly impossible to use in a stable map. (mostly you make it unstable). But you CAN experience new effects with it like: only p12's units are faster.

p15 scarab is stable. There are only a few things you are not allowed to do and some game systems don't work ordenary like the auto attack near enemy units when idling.
all units placed before the p15 scarab will be invincible, attackable, immobile and do not give vision, but are selectable through the FOG. They don't run some animations like protoss units won't lose their "shild was attacked animation" (the blue flash appearing).
every unit placed after p15 scarab will be faster or at least acts differently.




Oct 4 2008, 11:13 am NudeRaider Post #3

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

yes, the P14 scarab has been patched long time ago.

And yes, increasing speed has some side effects. I believe Ahlis Tutorial lists them (the known ones, that is).




Oct 4 2008, 11:21 am SinistrouS Post #4



Took a while for you guys to reply, but in that time I figured out a way to make p14 scarab to work the way it did before (with no side-effects at all) but you have to have specific properties on it. And yes p14 not p15. It can be placed whenever, not first unit nor last. Don't know if I should release it, it'd cause a lot of 2x maps in the future... taking the fun out.



None.

Oct 4 2008, 11:28 am NudeRaider Post #5

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

Ofc you should release it. You've asked for help, this is your chance to give something in return.
Sense of community, you know.

At least I can promise you I won't use it in any of my maps. I'm not a fan of such odd effects. ;)




Oct 4 2008, 11:30 am Ahli Post #6

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

moar information about the properties?

I just tinkered around with my "strange" map. Ok, I can say now that I have a FAST Devouring One AND a SLOW Devouring One.

Here's the map. Why did that happen? ^^

Attachments:
gamespeed up only p12 weid2.scx
Hits: 6 Size: 51.31kb




Oct 4 2008, 11:37 am SinistrouS Post #7



From what I've noticed around here/anywhere, NOBODY has figured out the p14 scarab properties... Why is this such a big deal?



None.

Oct 4 2008, 12:02 pm Vi3t-X Post #8



Its called helping a comunity, and not leaching from the comunity.



None.

Oct 4 2008, 12:06 pm SinistrouS Post #9



Like... you have contributed to the community either. Lets not go there. It took me only an hour to find the properties. It's really not that difficult



None.

Oct 4 2008, 12:08 pm Vi3t-X Post #10



You could at least be of some help. Post a screenshot, a map; hell, we have a tutorial database, why not just write a tutorial and get props?



None.

Oct 4 2008, 12:28 pm SinistrouS Post #11



There are only minor bugs to the p14 scarab. Thus I will release in about... 8 hours. But the bugs are, arbiter not being able to cloak/annoying cloak sound, idle units still do nothing, bunker crashes when moved with units inside or that HAD units inside, ghosts that have the ability to cloak will crash if pressing cloak after being under arbiters cloak field one time. That's it that I felt like testing. Fixed? Bunkers don't crash with unit inside until moved, but ghosts cannot attack while inside bunker only kerrigan can <- wth. I guess the ONLY benefit to this p14 scarab is that you can place it whenever you want..

Post has been edited 1 time(s), last time on Oct 4 2008, 12:37 pm by SinistrouS.



None.

Oct 4 2008, 3:34 pm Falkoner Post #12



Quote
There are only minor bugs to the p14 scarab. Thus I will release in about... 8 hours. But the bugs are, arbiter not being able to cloak/annoying cloak sound, idle units still do nothing, bunker crashes when moved with units inside or that HAD units inside, ghosts that have the ability to cloak will crash if pressing cloak after being under arbiters cloak field one time. That's it that I felt like testing. Fixed? Bunkers don't crash with unit inside until moved, but ghosts cannot attack while inside bunker only kerrigan can <- wth. I guess the ONLY benefit to this p14 scarab is that you can place it whenever you want..

Minor? :P The main problem is that with the faster framerate, cloaking with arbiter screws up.



None.

Oct 4 2008, 4:10 pm Ahli Post #13

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

why do I have 2 devouring lings with different speed when it doesn't care when you place it? how did I do that? I don't know anymore.... it was a random result but maybe I placed the scarab latest... I can't remember it.

btw, pls test different tilesets, too, because p15 scarab didnt work on installation terrain if I remember right.

oh and p15 had the same effects like you described. Only I'm not sure with the ghost. I know that you were not allowed to have 4 shoting units inside a bunker.




Oct 4 2008, 4:16 pm Falkoner Post #14



Well, you see, it just increases unit's framerates, not the entire game speed, so you could have one's rate being increased, and another's not.



None.

Oct 4 2008, 5:06 pm Ahli Post #15

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

play the attached map in my second post plz...
it's a fact that I have a fast and a slow devouring one....
Tell me why pls...
edit: WOOPS, I misread Falkoner's post ;P

Post has been edited 1 time(s), last time on Oct 4 2008, 5:12 pm by Ahli.




Oct 4 2008, 5:16 pm Kaias Post #16



Quote from Ahli
play the attached map in my second post plz...
it's a fact that I have a fast and a slow devouring one....
Tell me why pls...
edit: WOOPS, I misread Falkoner's post ;P
Interestingly the fast devouring one won't auto attack enemies whereas the non fast one does.



None.

Oct 4 2008, 9:43 pm Morphling Post #17



With my experiences with p15 scarb, you can't use the diable,enable,disable trick with sprites and when units enter a location, triggers that involves thet unit being there don't fire right away because the unit animation is in the location but not the unit. When the unit catches up with unit animation the trigger runs. So there is no point for the faster units.



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