Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Hallucination Glitch
Hallucination Glitch
Mar 25 2008, 8:54 pm
By: Brontobyte  

Mar 25 2008, 8:54 pm Brontobyte Post #1



This was in the "interesting things" topic on maplantis. I need to know how to do this. Yeah, I read Falkner's reply, but I still don't get it.

What I do:

First, I have a map with Probe's, SCV's, High Templar's, Vesspenne Orb's, and Marine's.
I hallucinate the orb, then pick it up with the SCV. I created 4 Missile Turrets. Then I waited for the second hallucinated orb ( the one I didn't pick up ) to dissappear. Then with the marines I kill the SCV, and BOOM! She crashs. No im not on mac. Please help me. :flamer:

Post has been edited 4 time(s), last time on May 20 2008, 8:53 pm by Brontobyte.



None.

Mar 25 2008, 9:08 pm lil-Inferno Post #2

Just here for the pie

You're doing the pick up unit glitch? Maybe it isn't made to kill the holder of it, but I'm not sure.

Are you trying to achieve this and kill the unit holding it?:





Mar 25 2008, 9:18 pm FooFighters Post #3



I thought that you had to STORM the unit holding the orb



None.

Mar 25 2008, 9:52 pm Cragler Post #4



ive done that b4, with a cannon, but if i move it it crashes.



None.

Mar 25 2008, 10:35 pm Brontobyte Post #5



I already explained what I did.

I hallucinated the orb, picked it up with an SCV, created 4 missile turrets, waited for second orb to dissapear, then I killed the SCV, and CRASH!!!

Falkner tried to explain this, but it didn't work. :-_-:

Post has been edited 2 time(s), last time on May 20 2008, 8:53 pm by Brontobyte.



None.

Mar 25 2008, 10:40 pm Twitch Post #6



its simple only certain units work with that glitch others crash.Also you should create 3 of via unit not 4.
Try it with 3 beacons and see if it works.



None.

Mar 25 2008, 10:48 pm Brontobyte Post #7



Can you explain exactly how I should do this? I don't care of what unit it will carry, I just want to know how to do it.

Post has been edited 2 time(s), last time on May 20 2008, 8:54 pm by Brontobyte.



None.

Mar 26 2008, 12:06 am Falkoner Post #8



You must create the units AFTER the hallucination has run out on the powerups, then kill the peon 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 one dropped.

Post has been edited 1 time(s), last time on Mar 26 2008, 1:35 am by Falkoner.



None.

Mar 26 2008, 1:17 am O)FaRTy1billion[MM] Post #9

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Quote from Falkoner
You must create the units AFTER the hallucination has run out on the powerups, then kill the peon in any way and it will drop the unit you created, pick up that unit and you will get whatever unit number is 177 higher than the one dropped.
You will get whatever image* ID is 177 greater than the unit ID* dropped. :P



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MapSketch - New image->map generator!
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Mar 26 2008, 3:11 am modmaster50 Post #10



Can I use ArtMoney to control what the worker is holding (either the unit ID or the image ID displayed)?



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Mar 26 2008, 1:42 pm Brontobyte Post #11



Ok thanks, I created the units while the hallucinated item was still their. ooops!

Post has been edited 2 time(s), last time on May 20 2008, 8:55 pm by Brontobyte.



None.

Mar 26 2008, 2:26 pm candle12345 Post #12



You need templars for hallucinate, Tass works best, since he can attack the worker [this is in a player made environment]
You need an X-Tra powerup
You do NOT need to storm it, and for each hallucination picked up, you must spawn 6 units [for safety]

More units =! crash, but the less you have, the more chance it'll fuck up. With 6 being 100% safe.

I do this a lot on RPs, if you need an ingame example, i'll be on East and West tomorrow.

I had a list of safe/unsafe units, but I lost it.

Using the glitch you can make a fake stasis'd worker. [Many psi emmitters...]



None.

Mar 26 2008, 8:03 pm Brontobyte Post #13



How do I achieve the moving probe with the top of the missile turret?

I did as mentioned and I created 3 protoss photon cannons, and killed my peon. Then I picked up the unit with another peon, and then moved it to a location outside of the psi feild, then I killed that peon. I noted that the protoss photon cannons that was outside of the psi feild was still able to atack unit, and detect cloaked units. The only down side to this movable protoss photon cannons is that you can only move it once. What I mean is, when you kill the peon holding the protoss photon cannon after you have done the glitch, you can only place it once, then it becomes perminate.

This is still a cool idea that could be made into something. Its sort of like the new unit in StarCraft II that can move around and create psi feilds. Although you can't move the protoss photon cannons, and it doesn't create any psi, you could still move it around and possibley behind emeny lines, to rape someone without the use of a protoss pylon.

It would be neat to try this out in a melee game over battle.net.

Does this work in melee games, without the other player, or yourself crashing?

Post has been edited 2 time(s), last time on May 20 2008, 8:53 pm by Brontobyte.



None.

Mar 26 2008, 8:31 pm O)FaRTy1billion[MM] Post #14

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Nothing becomes 'permanent' when you drop it unless it recieves (or creates) an order.

You cannot do it in melee ever unless you can create hallucinated powerups and make sure other players are not building (which, in melee, I doubt would happen.)

You never crash other players by doing anything unless it itself crashes... So the only time this (or any other glitch) will crash players is if it crashes yourself (although that is not necessarily true if it is one of those things that only crashes when you look at it.)



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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Mar 26 2008, 8:41 pm Brontobyte Post #15



Quote from Brontobyte
How do I achieve the moving probe with the top of the missile turret?

How do I do it like lil-Inferno's .gif picutre, of what kenoli did? Or should I just ask him?

Post has been edited 2 time(s), last time on May 20 2008, 8:53 pm by Brontobyte.



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Mar 26 2008, 8:54 pm O)FaRTy1billion[MM] Post #16

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Machine shops. It crashes if you don't pick it up right, though.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 26 2008, 9:56 pm Falkoner Post #17



Picking up buildings is annoying... You sometimes have to use the jumping trick to get to their center.



None.

Mar 26 2008, 10:01 pm candle12345 Post #18



Yeah, you need to use the same trick you use to jump mineral fields, if that's why it 'seemed' to be permanent, then thats your problem fixed, I'm logging onto East now, so if you need that demo.



None.

Mar 26 2008, 10:16 pm O)FaRTy1billion[MM] Post #19

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Also because that building technically exists elsewhere, you can stack on it... but where it came from is unbuildable. :P



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 26 2008, 10:18 pm Falkoner Post #20



Oooh, that's a cool concept for making things unbuildable..



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