Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Slowing an air unit
Slowing an air unit
Dec 10 2012, 5:43 am
By: iCCup.xboi209  

Dec 10 2012, 5:43 am iCCup.xboi209 Post #1



How would i do it?



None.

Dec 10 2012, 7:06 am staxx Post #2



Ensnare it, using a system that moves the unit you want slowed to a location with a queen waiting, attack it with your air unit for the queen to cast ensnare.

Similar to this.
http://www.staredit.net/334849/



None.

Dec 10 2012, 2:16 pm Roy Post #3

An artist's depiction of an Extended Unit Death

If it's only flying over walkable terrain, you can constantly move/create a ground unit underneath it to slow it down.

If it's owned by a computer and has a scripted movement, you can move it onto itself and then give it its order again periodically.




Dec 10 2012, 4:27 pm TiKels Post #4



Quote from Roy
If it's only flying over walkable terrain, you can constantly move/create a ground unit underneath it to slow it down.

I could have sworn this only works for ground units, not air.



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Dec 10 2012, 5:27 pm FoxWolf1 Post #5



Quote from Mini Moose 2707
It works for both

This is untrue. Neither moving a ground unit under an air unit constantly, nor constantly creating and removing ground units underneath the air unit, will affect its movement speed. I have attached a test map to demonstrate the fact.

One which, I may add, took very little time to create...enough so that it really would not have been so much to ask for people to verify that their slowing system worked before claiming effectiveness.

Attachments:
Air Slow.scm
Hits: 5 Size: 51.78kb



None.

Dec 10 2012, 5:55 pm Oh_Man Post #6

Find Me On Discord (Brood War UMS Community & Staredit Network)

You can freeze a air unit by moving it to an area where it can't move to (place lifted terran buildings on a small location).
You could use this combined with order commands to slow its movement?




Dec 11 2012, 3:06 am iCCup.xboi209 Post #7



I would like a more clean system than ensnaring a unit or having lifted buildings all over the place. Forgot to mention that the unit is over water terrain.



None.

Dec 11 2012, 3:31 am jjf28 Post #8

Cartography Artisan

Quote
You can freeze a air unit by moving it to an area where it can't move to (place lifted Terran buildings on a small location).
You could use this combined with order commands to slow its movement?

What Oh_Man appears to be suggesting is that if you know or can obtain a units order destination, you could slow it down by moving it to a lifted building (you only need one), then back to where it was, then re-ordering it.

- For computers it's relatively easy, you do the move-move then order them where they were most recently ordered.
- You can get player-sent order coordinates using EUDs at a hefty trigger cost (navi targeting).

I don't know myself whether moving air units onto lifted buildings works

I'm sure you have options in the area of EUPs, though I haven't looked speed modification, perhaps give-give could be used to manipulate the ensnare timer?




All in all I know of no clean way to reduce air units' speed

Post has been edited 1 time(s), last time on Dec 11 2012, 4:12 am by jjf28.



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Dec 11 2012, 4:49 am Lanthanide Post #9



Quote from jjf28
Quote
You can freeze a air unit by moving it to an area where it can't move to (place lifted Terran buildings on a small location).
You could use this combined with order commands to slow its movement?

What Oh_Man appears to be suggesting is that if you know or can obtain a units order destination, you could slow it down by moving it to a lifted building (you only need one), then back to where it was, then re-ordering it.
Actually using the Move action to Move a unit to an unplacable location (lifted terran building, or off-map location) will cause the unit to freeze/stop, but does not move it to the location. So there is no need for "back to where it was" as the unit will not have shifted it's position on the map at all.



None.

Dec 11 2012, 5:59 am Leeroy_Jenkins Post #10



So, basically if this is a player controlled unit that can be mouse spammed by the player, an effective method would be to freeze the unit by moving it to a location with its bounds outside the map every 12 trigger cycles or so.

If you are trying to slow down a computer player's unit, this method doesn't really work with constant order actions, so I'm not sure what's really possible.

Post has been edited 2 time(s), last time on Dec 11 2012, 6:49 am by Leeroy_Jenkins.



None.

Dec 11 2012, 8:06 am Oh_Man Post #11

Find Me On Discord (Brood War UMS Community & Staredit Network)

Attention bitches. I believe I have a clean solution, going off what I learned in my previous UMS Assistance thread:
http://www.staredit.net/topic/15639/

In that thread I found out that, if preserve moving a unit to unwalkable terrain for LESS THAN 12 frames, it will only stay frozen for those 11 frames then it will continue its previous order.
If MORE THAN 12 frames, it would stay frozen.

So MAYBE (and I haven't tested this) if you preserve move it for 11 frames, let a couple frames go by, then preserve move it for another 11 frames, rinse repeat. You can slow/stop its movement without rescinding its order commands.

OK fuck it I will test this and report back.

EDIT: Well I couldn't do it, not sure if air units work differently or some other thing. Basically it is halting the unit successfully, but the order command isn't going back - even though the move unit trigger is only firing for one frame at a time.

Attachments:
AirSlowTest.scm
Hits: 2 Size: 34.95kb

Post has been edited 1 time(s), last time on Dec 11 2012, 8:36 am by Oh_Man.




Dec 11 2012, 9:43 am Azrael Post #12



I couldn't help but notice that your system does work the first time. It's only on subsequent freezes that the unit permanently stops.

I modified it to always reissue the move order before each attempt to freeze it, and it behaved as intended.

It seems that your method works, but the limit for pausing it is once per move order.




Dec 11 2012, 11:06 am Oh_Man Post #13

Find Me On Discord (Brood War UMS Community & Staredit Network)

Well we were trying to avoid having to reissue a move order.




Dec 11 2012, 2:20 pm Azrael Post #14



Yeah, it doesn't seem to help this specific situation :P It could be used for something though.




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