Staredit Network > Forums > Modding Discussion > Topic: Who Has Used the GPTP?
Who Has Used the GPTP?
May 24 2011, 4:46 pm
By: A_of-s_t  

May 24 2011, 4:46 pm A_of-s_t Post #1

aka idmontie

I'm just interested in who has used the GPTP (either the GUI or the non GUI version) and whether they still have it.

Also, if you can either post or explain things you have made with it, that would be rather helpful.

EDIT: I guess I should explain why I'm asking: I'd like to know how helpful it was, what versions every one was using, and what my user base was.

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May 24 2011, 5:25 pm Voyager7456 Post #2

Responsible for my own happiness? I can't even be responsible for my own breakfast

I use the GUI version of the GPTP. I'm actually using it right now as I type this.

Attached is probably the most heavy use of the GPTP that I've done. I also have used it for things like custom unit upgrades and transferring minerals.

I find it extremely helpful.

Hits: 7 Size: 7816.7kb

all i am is a contrary canary
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May 24 2011, 10:14 pm A_of-s_t Post #3

aka idmontie

Wow, that's pretty impressive speaking that the GUI version doesn't have auto complete.

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May 25 2011, 3:38 am Sand Wraith Post #4


I used the Visual Studio releases of it, mostly for 1.15.1. used here

and here

I also found a way to resurrect units by ordering them to stop as they die (had to modify the Die order to be stoppable) and then restoring some HP, simulating reincarnation, but I can't find it.

I was pretty bad with it, still don't know how to do a ton of things.


Whatever I did accomplish was always pretty cool. I was going to explore setting unitIDs of X unit to something else, as I happened across some interesting effects when I accidentally did it with Ursadons, Ghosts, and Dark Archons and Archons and shit. But I never got around to it.

May 26 2011, 4:16 am IskatuMesk Post #5

Lord of the Locker Room

I have never even heard of this. Back in my day...

Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Sep 13 2011, 12:57 pm Taeradun Post #6

bumping old thread but it's still fifth from the top so should be okay~

I've been away from SC1 modding for a long time, but I must be crazy or something, because I'm planning a singleplayer campaign for StarCraft 1, complete with mod & plugin to give some cool abilities to the hero units. I'm only in initial planning stages but here are some things I intend to include in the campaign (and I've generally already figured out how to do these, but haven't tested them yet):
  • a zergling hero that heals HP when it attacks (the default zergling hero is called "Devouring One", after all)
  • the same zergling and/or a different zerg hero who heals faster when burrowed (ala roaches in SC2)
  • a terran hero whose weapon goes beyond the normal 100%/50%/25% limit of concussive weapons in that it can oneshot most infantry units (with unit IDs probably just hardcoded in the plugin) while doing hardly any damage to other units/buildings
  • maybe have some heroes' abilities only unlock once they have a certain number of kills
  • using an external file as per RAWR to carry across some data between missions, that may include leftover minerals/gas, hero kill-count (if I decide to use it) and basic switches for certain side-quests that may impact on later missions

I just made my first test plugin tonight to make sure it all worked properly in my Visual Studio install, and to test whether nextFrame is still called when the game is paused - it turns out it does, which could cause issues for gameplay (ie. burrowed zerg heroes will continue healing) but luckily I found a workaround. I've already decided that, since the mod is just for a singleplayer UMS campaign and not intended for melee or multiplayer, the triggers will communicate with the plugin via special unit(s) hidden in an inaccessible corner of the map (setting HP/SP/MP to predetermined values when required etc). This way I can check the game isn't paused by checking if the stimTimer of a special unit has been decreased and incrementing it again when it has. The stimTimer is only decremented every 6 frames, which should be okay for most things (it seems like a good rate at which to heal a burrowed zerg hero by 1 full HP), but if I need stuff faster than that and I find that other timers are as slow as stimTimer I could just set it up so that, for the 5 frames that follow, the plugin just assumes it's not paused (which is still short enough that the impact of pausing during that time will be minimal).

so thanks for this A_of-s_t, since without the awesomeness of plugins I probably wouldn't have decided to return to SC1 modding (I find C++ fun yet the complexity of the SC2 editor scares me :P). Also thanks to xAngelSpiritx whose modified version of the GPTP I've used so far, though I haven't tried the "mainline" 2.1 release yet.


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