Staredit Network

Staredit Network -> Concepts -> Variable Speeds
Report, edit, etc...Posted by Demaris on 2006-02-09 at 22:33:19

Individually, these things aren't anything new.


First do 2x speed with a p14 map revealer.

The do the remove/create any air unit above the player's unit.

They move at about normal speed.

Thus you can have arena maps with speed bonuses. Just disable the remove/create for the unit that gets the bonus.

Pros:
-Controllable speed
-fun to mess with

Con:
-Causes lag in large numbers
-Cant be used for armies.
Report, edit, etc...Posted by Sie_Sayoka on 2006-02-10 at 04:32:51
a burrowed unit following with hyper triggers would be better i think. so you dont have constant creating/removing and such.
Report, edit, etc...Posted by Demaris on 2006-02-10 at 18:30:53

Either method works.
Report, edit, etc...Posted by nimadude on 2006-02-10 at 18:42:58
The move trigger slows them down too, you dont need to necessarily recreate.
Report, edit, etc...Posted by Demaris on 2006-02-10 at 18:54:48
QUOTE(Demaris @ Feb 10 2006, 06:30 PM)

Either method works.

[right][snapback]424015[/snapback][/right]

Report, edit, etc...Posted by A_of_s_t on 2006-02-12 at 20:28:24
So... this sounds good. Maybe I'll add it on to an arena map and test it out(find out how to get rid of lag).
Report, edit, etc...Posted by Demaris on 2006-02-12 at 20:32:37

It only causes lag when you have many things doing this. 1-2 a player wont make much lag at all.
Report, edit, etc...Posted by WoodenFire on 2006-02-12 at 20:52:35
There are much more complex ways that you need to implement the burrowed unit slowing system to get an infinite number of speeds. It is not as simple as you would think. The basic systems based on deathcount reduction and other timers is not sufficant. More information can be found by contacting WoodenFire@UsEast for more details on ideas already prooved and not avaialable for the general publics use.

Lol...
Report, edit, etc...Posted by Azu on 2006-02-13 at 02:54:28
QUOTE(Demaris @ Feb 10 2006, 04:30 PM)

Either method works.

[right][snapback]424015[/snapback][/right]

But removing and creating will cause the whole map in general to lag more then simply moving
Report, edit, etc...Posted by A_of_s_t on 2006-02-14 at 00:13:30
lol, everytime i talk, its always after azu...

LAGGING IS BAD

Lag=bad
bad=sucky map
sucky map= hate mail
hate mail=lag

So, if u figure out a way to get rid of the lag, this will be widely excepted and a VERY good concept and idea.
Report, edit, etc...Posted by Demaris on 2006-02-14 at 00:37:24

THE
LAG
IS
SMALL
WITH
FEW
USES
OF
THIS.
Report, edit, etc...Posted by A_of_s_t on 2006-02-14 at 00:41:17
O

K

W/e... I think its a good idea, but why would we need to remove and create units?
Report, edit, etc...Posted by Demaris on 2006-02-14 at 19:39:54

You can do that or constantly move a unit to the location. That slows down the unit so some are running at x2 and some aren't.
Report, edit, etc...Posted by Javaboy on 2006-02-20 at 08:56:08
This would work nicely in most arena maps as you said, but would moving multiple burrowed units to the location slow it down further? becuase if it did you could have 3 burrowed units moving to the location, then when you buy a speed upgrade thered only be 2, 1 & 0 being moved, that way thered be multiple ups.
Report, edit, etc...Posted by Rantent on 2006-02-21 at 01:31:18
I would just like to point out that the idea that creating and destroying units under another unit only creates lag when used in mass. And that it would be easier to simply move the unit under the other one, avoiding lag altogether. wink.gif

And moving multiple units to the same location does not slow it down more, the only thing that makes difference is the time between movements. When you make this time shorter, the lag is created mainly simply because the trigger is running more often, which is a much more common source of lag.
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