need help
Sep 4 2007, 6:00 pm
By: Masterdisaster  

Sep 4 2007, 6:00 pm Masterdisaster Post #1



can somebody say me how i can chance the firerate of units
for example the description of starforge says that you can do this with this editor
thanks for all help



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Sep 4 2007, 7:43 pm MrrLL Post #2



I'm guessing you mean how many shots over time, and the only way to do that is modding. Sorry. :(



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Sep 4 2007, 8:39 pm Masterdisaster Post #3



can i make a mod only for one map which i can play than in the battlenet (i know a map wich is call goliath defence !!! MOD !!!2 and in this map it give a hero with !! RAPIT FIRE !!!)

Attachments:
GoliathDefence mod2.scx
Hits: 3 Size: 44.14kb



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Sep 4 2007, 11:24 pm Shatter Post #4



That map was likely made with EUD triggers in mind, however, those triggers haven't worked for several patches now. I tested the map in question, which, by the way, is not playable, and found that the "fast" battlecruisers attacked at what appeared to be a normal rate.
Sorry, but it isn't possible anymore.



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Sep 4 2007, 11:30 pm Akar Post #5



Not possible.



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Sep 4 2007, 11:34 pm Demented Shaman Post #6



Modding is an option.



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Sep 4 2007, 11:57 pm Falkoner Post #7



If you move the units that the firebat is attacking to another unplaceable location, it might make him pause a bit in between shots.



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Sep 5 2007, 12:14 am Money Post #8



Try this map:
http://www.maplantis.org/index.php?map=936
It includes a technique for stacking units. This would cause a higher rate of fire.



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Sep 5 2007, 12:50 am frazz Post #9



I might be missing something, but I remember a map that prevented attacking at all unless a certain condition was met. I think this was done by preserving an always ally trigger with hyper triggers.
That was a while ago, but if I remember right and it works, you could possibly slow fire rates by timing it right.



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Sep 5 2007, 1:28 am Falkoner Post #10



That might work, allying them then unallying them in intervals, I bet that would do it.



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Sep 5 2007, 1:40 am JaBoK Post #11



His problem is that of making units fire faster, which isn't exactly possible. If I remember correctly wasn't there a away to "rapidfire" seige tanks by moving new ones to a location so that the cooldown happens elsewhere?



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Sep 5 2007, 1:04 pm Masterdisaster Post #12



but what is with the description of starforge(starforge is a map editor)
StarForge 2.2
by Heimdal

StarForge is a map editor built from scratch. Now in its second version, it can do many interesting things, including placing square terrain, protecting maps, placing half-built buildings, and units for the hyper players (players 9-255) with interesting effects such as doubling the fire rate. StarForge plans to be just as powerful as hex-editing the map yourself, without the need to be a Neo.



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Sep 5 2007, 1:06 pm Falkoner Post #13



He might mean it's compatible with mods, I'm not sure though, I just know that SF can't do that.

EDIT:
I bet he's meaning that you can increase game speed, like you could in the older patches.



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Sep 5 2007, 8:24 pm Shatter Post #14



Yeah, the stuff about hyper players has changed recently-- one of the new patches made most of them not work-- previously, you could place I think a player 16 interceptor or something in order to double the map's speed, but it hasn't worked for a few patches.



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Sep 5 2007, 11:23 pm Falkoner Post #15



Player 14 was the player, placing a scarab as the first unit on the map made it 4x faster, a interceptor was 2x, and I think a map revealer was 1.5x.


It just crashes the game since patch 1.14



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[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[04:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
[03:56 am]
youarenotworthy -- I forget, did starforge ever allow you to mix tilesets?
[03:44 am]
O)FaRTy1billion[MM] -- use scmd or NudeRaider
NudeRaider shouted: You are right, however, in that the Remastered *graphics* are just a skin are interchangeable, even midgame. Skinability being another new functionality. Anyways, for tools that rely on the original mpqs you will have to obtain a legacy version of sc.
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