Staredit Network

Staredit Network -> Concepts -> New usable trick/glitch
Report, edit, etc...Posted by Deathknight on 2005-02-06 at 10:04:12
New trick discovery

Thanks to MrrLL, we have a new trick to include into map making. What is it? Well MrrLL has discovered how peons can hold hallucinated powerups. This idea was expanded and I was involved. We thought, "What happens if it runs out, and we kill it?" Well, the hallucinated powerup ran out of energy, and we killed it. What happened? *BOOM* Crash. This was a few months ago, the time we pushed this idea aside.

Just recently, we discovered that if units were created after the hallucinated powerup ran out of energy, and the peon was killed, one of the units would be moved to where the peon died. This was really cool. We could move larva off their creep, move scarabs and interceptors out of their hangars, move nukes out from their silos, and move addons away from their main buildings while still being connected. Very soon after, we found out that peons could pick up these units that were moved as long as the unit itself was not moved! It would then become an overlay. held by the peon. This overlay would be determined by images.dat in the *.mpq file.


What does the trick do exactly?

The trick will allow you to pick up more than just powerups with peons, but any unit as well.


How is it accomplished?

This trick is very easy to accomplish and can be reproduced with triggers.

SECTION 1: Hallucination, and the powerup.

You would need a powerup that actually has Hit Points. These powerups would be known as 'extra powerups'. Hallucinate that powerup and pick up the hallucinations with peons before it runs out of energy. When it runs out of energy, make a few units after. These units will fill up the empty unit slots that the hallucinations took. It is important to make more units than hallucinations to avoid crashing(So if you made two hallucinations, make 3 units or more. This counts even if you kill one of the hallucinations and not use it at all.). Creating and/or killing units in the game while this process is taking place will greatly affect the outcome.


SECTION 2: Unit slots, and how this trick works.

When you hallucinate the powerup, two new units are created. Let's look at them on a chart;

UNIT 1 - Start Location
UNIT 2 - High Templar
UNIT 3 - Probe 1
UNIT 4 - Probe 2
UNIT 5 - Non-Hallucinated powerup
UNIT 6 - Hallucinated powerup 1
UNIT 7 - Hallucinated powerup 2
UNIT 8 - Unused

These units are just for an example. It is the unit order, the order in which they were created or preplaced.

Now when the hallucination runs out, you'll get this:

UNIT 1 - Start Location
UNIT 2 - High Templar
UNIT 3 - Probe 1
UNIT 4 - Probe 2
UNIT 5 - Non-Hallucinated powerup
UNIT 6 - Unused
UNIT 7 - Unused
UNIT 8 - Unused

Now, because the probe(s) picked up the hallucinated powerup(s), it is now carrying nothing. The overlay and data that sais "Hey buddy, I'm carrying this", will stay though. Now what the probes are carrying is determined by UNIT 6 and UNIT 7. Now say you make a few Valkyries. You would now get this:

UNIT 1 - Start Location
UNIT 2 - High Templar
UNIT 3 - Probe 1
UNIT 4 - Probe 2
UNIT 5 - Non-Hallucinated powerup
UNIT 6 - Valkyrie
UNIT 7 - Valkyrie
UNIT 8 - Valkyrie

Keep in mind, that the probes are still holding UNIT 6 and UNIT 7. Now, when the probes are destroyed, and they drop the powerup, they will drop UNIT 6 and UNIT 7, which are Valkyries. But, the valkyries can now be picked up! I'm not sure why it gives units the attribute to be picked up, but it's just what it does.


SECTION 3: The list.

When you pick up these units, they will turn into something else when the peon is holding it. The graphic being held is determined by images.dat. Here is a list of all the more stable ones.
CODE
ULTRALISK - STABLE - TOSS BUILDING RUBBLE SMALL

BROODLING - STABLE - TOSS BUILDING RUBBLE LARGE

DRONE - STABLE - BATTLECRUISER

OVERLORD - STABLE - BATTLECRUISER SHADOW

GUARDIAN - STABLE - CIVILIAN

QUEEN - STABLE - CIV SHADOW

DEFILLER - STABLE - DROPSHIP

SCOURGE - STABLE - DROPSHIP SHADOW

MATRIARCH - STABLE - FIREBAT

INFESTED TERRAN - STABLE - FIREBAT SHADOW

INFESTED KERRIGAN - STABLE - GHOST

UNCLEAN ONE - STABLE - Ghost shadow

DEVOURING ONE - STABLE - GHOST DEATH

YGGDRASIL - STABLE - GOLIATH BOTTOM

VALKYRIE - STABLE - GOLIATH HEAD ! LOL WADDLES LIKE A PENGUIN!

COCOON - STABLE - GOLIATH SHADOW

CORSAIR - STABLE - SARAH KERRIGAN

DARK TEMPLAR - STABLE - KERRIGAN SHADOW

DEVOURER - STABLE - MARINE

DARK ARCHON - STABLE - MARINE SHADOW

ZEALOT - STABLE - MARINE DEATH

DRAGOON - STABLE - WRAITH

HIGH TEMPLAR - STABLE - WRAITH SHADOW

ARCHON - STABLE - WRAITH JETS

SHUTTLE - STABLE - SCANNER SWEEP

SCOUT - STABLE - SCV

ARBITER - STABLE - SCV SHADOW

INTERCEPTOR - STABLE - TANK TANK MODE!

DARK TEMPLAR(HERO) - STABLE - TANK TURRET

ZERATUL - STABLE - TANK TANK MODE SHADOW

TASSADAR - STABLE - VULTURE

MOJO - STABLE - VULTURE SHADOW

OBSERVER - STABLE - SCIENCE VESSEL TURRET

Machine Shop - (UN?)STABLE(if used properly) - TURRET TOP, Will make peon spin and spin, if you order peon to do something, game crashes, if you interrupt it, game crashes. Ensnare, stasis, will not interrupt it.

PHOTON CANNON - STABLE - RAGNASAUR SHADOW

CITADEL OF ADUN - STABLE - RHYNADON

CYBERNETICS CORE - STABLE - RHYNADON SHADOW

TEMPLAR ARCHIVES - STABLE - BENGALAAS

FORGE - STABLE - BENGALAAS SHADOW

MINERAL FIELD 2 - STABLE - ZERG BEACON

MINERAL FIELD 3 - STABLE - ZERG BEACON GLOW

VASPENE GEYSER - STABLE - CRYSTAL FROM STASIS

WARP GATE - STABLE - CRYSTAL FROM STASIS

PSI DISRUPTOR - STABLE - HUGE CRYSTAL FROM BIG STASIS

ZERG BEACON - STABLE - SMALL SHIELD MATRIX(overlay)

TERRAN BEACON - STABLE - MEDIUM SHIELD MATRIX(overlay)

PROTOSS BEACON - STABLE - LARGE SHIELD MATRIX(overlay)

ZERG FLAG BEACON - SMALL SHIELD MATRIX(underlay)

TERRAN FLAG BEACON - MEDIUM SHIELD MATRIX(underlay)

PROTOSS FLAG BEACON - LARGE SHIELD MATRIX(underlay)

POWER GENERATOR - STABLE - SMALL SHIELD MATRIX HIT

OVERMIND COCOON - STABLE - MEDIUM SHIELD MATRIX HIT

DARK SWARM - STABLE - LARGE SHIELD MATRIX HIT



SECTION 4: Triggers.

You want to reproduce it, but with triggers. This shouldn't be too hard. Preplace the powerups hallucinated, and have a computer own some probes or something. Making sure no units are created or lost, use a trigger to order the probes to pick up the powerups. Have a wait counter to go for as long as the hallucination exists. When your timer reachers 0, have a trigger create the units you want, and then kill the probe holding the powerup. Then have a trigger creating probes to pick up the new powerup.


SECTION 5: Attacking.

What happens when you attack? It's very simple and important. If the probe goes to attack and is holding something that can't normally attack, example: a civilian, it will crash, because the civilian doesn't have an attacking animation. If you pick up a firebat and attack with that, it will show the firebat attacking along with the probe. These attacks will do extra damage too. A firebat will do the probes damage for each max hit. A firebat has a max hits if 3 and the probe's regular damage is 5, so 5*3+5 = 20 damage.


SECTION 6: FAQ.

Q: Is this unstable? Does it crash a lot? What are some reasons for crashing?
A: Stability depends on how the glitch is executed. It will crash if executed poorly, or if certain units are picked up. Some units will turn into buildings, and buildings can't face every direction, thus crashing.

Q: What will patch 1.12 do to this?
A: Unless patch 1.12 disallows peons to hold hallucinated powerups, or drastically changes the order of images.dat, then the list and method will be the same.

Q: Ah! I used the drone and it crashed/became invisible! What happened?
A: The drone picked itself up. It brought itself over to "the other side". To fix this, have the drone hold something before killing the probe or whatever unit is holding the hallucinations.


SECTION 7: Map and replay.

You can get a map that has the stable units in it here: [attachmentid=4739]
You can get a replay of me doing the most interesting ones here: [attachmentid=4740]


SECTION 8: Larva, and zerg units.

You do the steps, and make some zerg units, kill the probes, and it crashes. You're doing something wrong already.

When larva are created, they take up unit slots, for example:

UNIT 1 - Hatchery
UNIT 2 - LARVA
UNIT 3 - LARVA
UNIT 4 - LARVA
UNIT 5 - PROBE
UNIT 6 - PROBE
UNIT 7 - HALLUCINATION
UNIT 8 - HALLUCINATION

Now when the hallucinations die, and you morph the larva to a defiler or something, it then becomes

UNIT 1 - Hatchery
UNIT 2 - Defiler
UNIT 3 - Defiler
UNIT 4 - Defiler
UNIT 5 - PROBE
UNIT 6 - PROBE
UNIT 7 - nothing
UNIT 8 - nothing

So when you go to kill the probes, it will drop 'nothing' which will crash the game. If you wait, and the hatchery produces more larva, it then becomes

UNIT 1 - Hatchery
UNIT 2 - Defiler
UNIT 3 - Defiler
UNIT 4 - Defiler
UNIT 5 - PROBE
UNIT 6 - PROBE
UNIT 7 - Larva
UNIT 8 - Larva

You then morph THOSE larva. Clear?
Report, edit, etc...Posted by SA_Max71 on 2005-02-06 at 10:36:46
QUOTE
PROTOSS BEACON - STABLE - LARGE SHIELD MATRIX


Does this mean the unit will have a matrix shield around it? If so, does it also mean the unit won't take as much damage as long as the matrix shield around it?

Nice find wink.gif
Report, edit, etc...Posted by Deathknight on 2005-02-06 at 10:53:31
The unit will be HOLDING a matrix, not HAVE a matrix. Just to clear it up. wink.gif
Report, edit, etc...Posted by Mune'R0x on 2005-02-06 at 10:56:52
[center]That's friggen cool dude.[/center]
Report, edit, etc...Posted by Merrell on 2005-02-06 at 11:33:02
The best part is, when a probe has a tank turret, it fires double or even more damage.

When a probe has a firebat, it does 20 or more damage.

I accidently discovered it when I tried to crash myself (the glitch we found before) with killing a probe holding a hallucinated powerup, I tried killing the probe, and I created wraiths to help kill it, but when I killed it, the wraith was moved.

Of course I saved the replay and showed Deathknight, (I knew he would be able to figure this one out) and he explained it to me.

We both discovered how you could pick them up, we were in seperate games, same map, and were getting into this more.

I did a scarab. It moved, and I said to myself, "This looks like something you could pickup"

I knew it wouldn't work, but I moved the probe to it and a science vessel shadow appears! I told Deathknight and he said he just discovered it too. I thought scarabs were the only ones that could be picked up at the time, but every unit can be picked up!

Its really amazing.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-06 at 12:05:15
When you pick up a dark swarm, I shows a defense metrix being destroyed around the unit picking it up, I think. "SHIELD MATRIX HIT" or something.

Kill the unit that picked it up crashes.

Picking up a larva crashes the player who picked it up only, I think.

I've only tried these once, you should probably look into it.
Report, edit, etc...Posted by Mune'R0x on 2005-02-06 at 12:07:02
[center]Does anyone know what unit does the lockdown, irridate, psi storm?[/center]
Report, edit, etc...Posted by Merrell on 2005-02-06 at 12:57:37
We didn't see one, and we tested every unit (Building, hero, unit)

Its probably a door or something, which you can't create, or some other unit that can be placed but not created through triggers



-edit:

Woops, Deathknight and I just did the traps by hallucinating the traps, which also counts as new unit slots.

We also did the Cargo ship and the mercenary ship (The odd scouts)
Report, edit, etc...Posted by BeeR_KeG on 2005-02-06 at 13:48:05
Could anyone please post a lot of screenshots?

I'd like to see this happening, it's just too good to be true.
I migth do this in my Special Ops map when I get un-grounded.
Report, edit, etc...Posted by MapUnprotector on 2005-02-06 at 14:06:37
Wow great job. This is amazing and might be useful.
Report, edit, etc...Posted by Merrell on 2005-02-06 at 14:07:46
Heres a few. [attachmentid=4747][attachmentid=4749][attachmentid=4748][attachmentid=4750]Heres a few.
Report, edit, etc...Posted by BeeR_KeG on 2005-02-06 at 14:10:44
Lol, thats quite nice. Probes holding Marines, Scvs and those SCV shadows.

Have you tested with Scv's and Drones holding all this wierd stuff?
Report, edit, etc...Posted by Merrell on 2005-02-06 at 14:20:01
we prefered probes for some reason, I think drone and scv were unstable
Report, edit, etc...Posted by MapUnprotector on 2005-02-06 at 14:30:33
Lol you could make a map called Probe Wars and have all this stuff in it.
Report, edit, etc...Posted by Mr_Mooo_Cow(U) on 2005-02-06 at 14:57:51
lol.... mrrll wasted several days crashing atleast a million times to test each unit, I tested many of them myself during the time he was... The trick is cool but gets old fast... It also creates many ways to crash, Hello Desktop. Mrrll / Deathknight Im not sure if you went into this, but to get more into this topic there are things that can be observed. When you use a building with this bug it moves the building, the building being fully functional where it gets teleported, but you can stack a building OVER where it got teleported but you CANNOT build/stack where it WAS. Also did you mention the thing about the doodads coming up? On multiple occations there were many doodads that popped up... not sure how that comes into play. Well this way my first post... hurray, pretty pointless too...
Report, edit, etc...Posted by Ultimo on 2005-02-06 at 15:10:55
Nice find, you could creat some special effects and other stuff in maps with this. It's pretty cool actually tongue.gif
Report, edit, etc...Posted by Robi on 2005-02-06 at 15:12:42
I don't understand how do do that !
Here is what i do :
- hallucinate powerup
- pick one with a probe
- when the other powerup has 10 or 20 magic point, i pick it with an other probe
- i wait a few time (for the magic point to be 0)
- i create defiler, or overlord, or whatever
- i kill probe, it crashes,
i tried to kill the powerup and it crashes to !
i've done it with the test map.....
help me plz
Report, edit, etc...Posted by Urmom(U) on 2005-02-06 at 15:34:28
another great find, does this fullfill triggers where it sais "bring 1 blah to location1" for the units its holding?(not sure if you mentioned that)
Report, edit, etc...Posted by greenreaper on 2005-02-06 at 15:50:01
Okay basically what you have to do is:

1. Hallucinate the powerup
2. Pick ONE Hallucinated powerup with a probe
3. Pick the other one up with another probe when it is close to 10 Energy
4. Wait for energy to become zero
5. In this case, you TWO hallucanations were killed, so you have to make MORE than TWO units.
6. Then, kill the probe and a unit should be teleported there. Do that with the other probe.
7. Lastly, bring another probe underneath/near that unit and it should pick it up.
Report, edit, etc...Posted by Mp)3 on 2005-02-06 at 16:18:17
Good God...that's amazing.
Report, edit, etc...Posted by Deathknight on 2005-02-06 at 16:32:02
QUOTE
Also did you mention the thing about the doodads coming up?

Doodads don't pop up. It's the rock sprite that comes up when you crash. tongue.gif You should know that.


Edited first post and added ABOUT LARVA section. Those who can't get zerg units to work should read it.
Report, edit, etc...Posted by RexyRex on 2005-02-06 at 17:16:34
No screenshots of me testing with you sad.gif.
Anyways, did you mention the one that has it look like a probe with a jet pack?
Report, edit, etc...Posted by Merrell on 2005-02-06 at 17:55:38
REMEMBER IT HAS TO BE NEW LARVA! MAKE SURE ALL YOUR LARVA IS FULL WHEN HALLUC DIES!


AFTER HALLUC IS OUT OF ENERGY, USE THE LARVA YOU HAVE! (Make overlords)

and then make the defiler with the new larva the pops up!

(to whoever asked that)
Report, edit, etc...Posted by Voyager7456(MM) on 2005-02-06 at 18:45:12
This is awesome. w00t.gif
Report, edit, etc...Posted by Aurvian on 2005-02-06 at 19:05:08
COOOOOOOOOLLLLLLLLLLLLLLLLL EFFECT!!!!!!!!!!
and it seems more likem in game effect more then a trigger based effect
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