Staredit Network

Staredit Network -> StarForge -> Flag Beacon Research
Report, edit, etc...Posted by hentaifox9x on 2006-03-10 at 14:54:55
This is still in progress, but I have found that a (Disabled) Protoss flag beacon that has a trigger to disable it (again) will be able to place a COP only if a Civilian is not on top of it. Bringing a civilian to the beacon while "Double disabled" will unpower it.
Just a neat observation about flag beacons i thought you should know.
screens:
http://i38.photobucket.com/albums/e123/Vul...ence/theciv.png
http://i38.photobucket.com/albums/e123/Vul...nce/theciv2.png

ADDITION:
I have also found that a "Protoss Marker" drawn as a sprite is an unclickable interceptor, great for confusing noobs on UMS maps, because A) it's a lone interceptor and B) it's unclickable. =)
Just something neat for people who want what they can't have...
Oh yeah, a sprite owned by player 13 will not crash SC, nor will it screw with map revealers like normal p13 owned units. the sprite units display a vast array of colors as opposed to the olive green displayed in starforge.
A map revealer placed as a sprite will show up visible in-game and provide vision. Also invincible.

ADDITION:
Actually, this "research" is getting really buggy and crashizy, and it's making me wonder if the civ was the problem. I'll keep tinkering with this and tell you when i come to a concrete conclusion.
-Fox-

ADDITION:
The civ was the problem. It provides "unpower" for dual-disabled beacons.

Unit 6667 Makes all other units on the map have 0/1 hp if owned by player 12.
Screens:
http://i38.photobucket.com/albums/e123/Vul...idence/wtf2.png
http://i38.photobucket.com/albums/e123/Vul...idence/wtf3.png
http://i38.photobucket.com/albums/e123/Vul...idence/wtf1.png
http://i38.photobucket.com/albums/e123/Vul...vidence/wtf.png
Report, edit, etc...Posted by Darktossgen(MM) on 2006-03-10 at 16:04:08
Cool, I'm trying some things out in SF, one was a 135 Energy Hallucinated Marine cool.gif
Report, edit, etc...Posted by hentaifox9x on 2006-03-11 at 14:02:46
I guess maybe this thread should be retitled "the research thread", and anything interesting we find out can be posted here....
That in mind, if you want zerg units to have that "glow" on their unit wireframe, make the unit stats like this...

http://i38.photobucket.com/albums/e123/Vul...e/zergstats.png

and they do this...

http://i38.photobucket.com/albums/e123/Vul...lowireframe.png

Took me a little longer than a while to figure it out.
If you replace the 7 with a 6 and the 1's with 5's, you get a different effect.
Report, edit, etc...Posted by Oo.Insane.oO on 2006-03-12 at 20:53:57
Hmm that is some pretty cool reasearch you have found out now if only it was reliable because u said it was having problems it would be kinda cool for a map
Report, edit, etc...Posted by A_of_s_t on 2006-03-13 at 00:52:53
May I announce Units #2008 and #6667?
Report, edit, etc...Posted by Oo.Insane.oO on 2006-03-13 at 17:17:10
QUOTE(A_of_s_t @ Mar 13 2006, 12:52 AM)
May I announce Units #2008 and #6667?
[right][snapback]444558[/snapback][/right]


U didnt even find 2008 and im not sure about 6667 if someone found it before you or not or even what it does for that matter 2008 is cool tho
Report, edit, etc...Posted by A_of_s_t on 2006-03-13 at 23:10:42
I know I didn't find them, but I wish I did drool.gif . I just wanted to post them here. smile.gif
Report, edit, etc...Posted by hentaifox9x on 2006-03-24 at 18:52:53
Unit 6667 can be announced, though I don't know if we know all the effects it gives, or if it can be attacked, etc. In fact, I'll start the research now.
Report, edit, etc...Posted by Mp)MinigameEast on 2006-03-24 at 20:48:25
double disable?

can you show the trigger in here.
Report, edit, etc...Posted by Foxboy9x on 2006-03-25 at 14:24:54
place the sprite, disable it in the unit properties box. then, use triggers to disable it again once the game starts. I have found that in-game disabling is waaay different for some units, as compared to pre-placed disabled sprites.
for example, a drone sprite, which is already disabled when the game starts, will mine in place. if you have a normal drone, then use triggers to disable it, you get a rock sprite and the game crashes.

Disabled drone
properties b4 game
http://i38.photobucket.com/albums/e123/Vul...ence/drone1.gif
in game (cloaked because of arbiter)
http://i38.photobucket.com/albums/e123/Vul...ence/drone2.gif

Not disabled, but has triggers to disable 5 seconds into the game
won't let me take a screenshot because the unit becomes visible and the game crashes.
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