Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Faster Fire Rate
Faster Fire Rate
Nov 5 2009, 7:12 pm
By: Oo.DaMeiN.oO  

Nov 5 2009, 7:12 pm Oo.DaMeiN.oO Post #1



I think I heard about this once, can you actually make the unit fire quicker using some kind of trigger? I would search for it, but I can't think of the easiest way to do it :D



None.

Nov 5 2009, 7:15 pm Jack Post #2

>be faceless void >mfw I have no face

http://www.staredit.net/wiki/Increasing_Map_Speed_(1.15)

The map revealer paragraph down bottom is what you want. However, I don't know if it works with the current SC patch.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Nov 5 2009, 7:26 pm O)FaRTy1billion[MM] Post #3

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You can create/remove/recreate units so that they fire as soon as they spawn. Though some units you must add triggering to make sure they are always facing the proper direction...



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Nov 5 2009, 7:32 pm samsizzle Post #4



Quote from name:zany_001
http://www.staredit.net/wiki/Increasing_Map_Speed_(1.15)

The map revealer paragraph down bottom is what you want. However, I don't know if it works with the current SC patch.
It works. Just to clarify.



None.

Nov 5 2009, 7:34 pm ClansAreForGays Post #5



Quote from O)FaRTy1billion[MM]
You can create/remove/recreate units so that they fire as soon as they spawn. Though some units you must add triggering to make sure they are always facing the proper direction...
omg, is that how those korean maps do it? I always thought they just used a patrol order, but could never get it to fire as fast as theirs. ty




Nov 5 2009, 8:51 pm O)FaRTy1billion[MM] Post #6

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Quote from ClansAreForGays
Quote from O)FaRTy1billion[MM]
You can create/remove/recreate units so that they fire as soon as they spawn. Though some units you must add triggering to make sure they are always facing the proper direction...
omg, is that how those korean maps do it? I always thought they just used a patrol order, but could never get it to fire as fast as theirs. ty
I made a concept defense map that let you do purchase spore colonies, missile turrets, scouts, or goliaths and then upgrade their speeds.



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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Nov 5 2009, 9:09 pm Oo.DaMeiN.oO Post #7



Hmm.. but how would you do that if the said unit is constantly moving and you want the kill count to stay the same?

I mean, I guess I can store the kill count somewhere and pull it back up when recreating...



None.

Nov 5 2009, 9:33 pm rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

downgrade to an earlier version of SC and use EUD Actions to set the cooldown to a lower number. You can actually do this is single player now if you use something like artmoney (it's kinda funny to see a devourer attack that fast, or making a crackling attack even faster).

What kill count are you talking about?



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Nov 5 2009, 11:19 pm payne Post #9

:payne:

I've heard about a trigger way to make tanks attack faster. I think there's a map in the DLDB. Have fun searching ^^



None.

Nov 6 2009, 5:51 am ClansAreForGays Post #10



Quote from O)FaRTy1billion[MM]
You can create/remove/recreate units so that they fire as soon as they spawn. Though some units you must add triggering to make sure they are always facing the proper direction...
Are you talking about creating x unit,removing x unit,creating x unit all in the same trigger?




Nov 6 2009, 8:59 am NudeRaider Post #11

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

Quote from ClansAreForGays
Quote from O)FaRTy1billion[MM]
You can create/remove/recreate units so that they fire as soon as they spawn. Though some units you must add triggering to make sure they are always facing the proper direction...
Are you talking about creating x unit,removing x unit,creating x unit all in the same trigger?
You create a wraith, wait a bit until it has shot (needs proper testing), remove it and create another wraith at its place.
Rinse and repeat.




Nov 6 2009, 9:15 am Jack Post #12

>be faceless void >mfw I have no face

And to make it fire faster, you order it to patrol to itself, no?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Nov 6 2009, 9:40 am ClansAreForGays Post #13



Quote
You create a wraith, wait a bit until it has shot (needs proper testing), remove it and create another wraith at its place.
Rinse and repeat.
That's obvious and didn't seem like what he was talking about. Anyways I ended up testing it and there was no reliable effect.

Quote
And to make it fire faster, you order it to patrol to itself, no?
no indeed. If anything that will just make it fire slower. You can either patrol in the direction of the target(via constantly centered location) or patrol to "anywhere". The latter might be a bit slower, but I see a measurable difference.

Interesting side note: a guardian can fire in just 3 dcs (with hypers) using this. I think you could even make it in 2 or 1 if you spawned it just right so it didn't have to make any turn at all. Gaurds can barely fire half the time on 10 w/o patrol.




Nov 6 2009, 10:08 am NudeRaider Post #14

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

Quote from ClansAreForGays
That's obvious and didn't seem like what he was talking about. Anyways I ended up testing it and there was no reliable effect.
That's exactly what he was talking about. He just added that a patrol order can improve this for certain units.
Quote from NudeRaider
Quote from ClansAreForGays
Quote from O)FaRTy1billion[MM]
You can create/remove/recreate units so that they fire as soon as they spawn. Though some units you must add triggering to make sure they are always facing the proper direction...

Are you talking about creating x unit,removing x unit,creating x unit all in the same trigger?
You create a wraith, wait a bit until it has shot (needs proper testing), remove it and create another wraith at its place.
Rinse and repeat.
Obviously works best with units that have slow rate of fire, so maybe wraith wasn't the best example. But as you mentioned for a guardian it works perfectly.
With Siege Tanks you have to modify that method because when created the siege animation takes too long.
Create 10-20 siege tanks for a neutral player, and instead of creating, removing and recreating,
you move/give, move back/give back and move/give the next tank. You should also use 2 or 3 storage locations or you might end up always moving the same tank.

Quote
And to make it fire faster, you order it to patrol to itself, no?
Not to itself, but to the enemy.




Nov 6 2009, 12:38 pm O)FaRTy1billion[MM] Post #15

👻 👾 👽 💪

I found the test map I made to test this process ...
I suggest making a different system for correcting the unit's direction. xD

Reusing units means you have to keep enough for each to cool down properly... Creating new ones means you can go as fast as they can acquire targets. xD Oh, if you do something similarto what I have (but different... like maybe make them spawn in a queue line where it moves the leftmost to attack then moves everything down and creates one on the end), sieged tanks should work just fine (maybe not as fast as shown in the attachment, but still. ;)).

Also you can patrol anywhere (other than to yourself). You can patrol to your side to give the unit a strange animation like it is dancing. :P (In attached map set Location 17 to Location 3 and Location 20 to Location 4 to see.)

Attachments:
RapidFire.scm
Hits: 5 Size: 30.83kb

Post has been edited 1 time(s), last time on Nov 6 2009, 12:45 pm by FaRTy1billion.



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!

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