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Staredit Network -> Concepts -> More reasearch needed about hyper units
Report, edit, etc...Posted by scwizard on 2005-04-15 at 09:53:37
What I mean by hyper units are units above (I think it's) 228.
What I mean by the unit nubmer is the number in the upper left corner of the unit properties in starforge. Unit #0 is a marine.

In the old patches, as far as I know, all the hyper units crashed. However under 1.12b most of them no longer crash, instead doing nothing.
However some do some really wierd things.
Unit 233 is a cloaked unselectable cyrstal that provides a large square of creep (that you are unable to build on). I go into this in more detail in this thread.
Most of the units do nothing. Some of them crash when viewed, some of them crash when the map is loaded.
A large group of them make the sound of something dying when the map is loaded. However you can't see any kind of animation, and nothing is displayed on the mini map. Some of these make the sound of a zerg building dying when the map loads. Then zerg buiulding rubble is placed in the location that the unit was placed in.
Unit 4000 is an acutal scourge death! The sound of the death is played and, it shows a dot on the mini map, and only if the screen then if the screen is moved before the scourge finishes dying, it shows the acutall death animation.

Unit 3281 is even wiereder. When placed, it takes the form of a scourge, but it has many wierd properites.
  • It provides 2 zerg control, and uses up 128
  • It doesn't cloak when an aribiter is moved near it
  • When attacked, it acts as though it had shield (A ZERG UNIT WITH SHIELD!)
  • It has a smaller collision size then a normal scourge
  • When recalled it dies (it dies like a normal scourge)
  • It is not included when you select a group
  • Last but not least, when you click on it it plays a random sound (most often one of the sounds that you hear when you click on a unit), then crashes
It has some other wierd properites to, but I can't remember them all at the moment.
So my point is that, hyper units have many wierd and posably useful properties. And because I don't have the patiance to spend too much time with them. I think someone like DeathKnight should investigate them. Who knows, we might find something useful at some point. (233 is got for terain, if you don't have that many units on that map, and some of the other ones let you prepalce zerg building rubble).
Report, edit, etc...Posted by Voyager7456(MM) on 2005-04-15 at 12:07:35
Extended units were used before (pre Patch 1.12), but the fact that they work in 1.12 is interesting. Hopefully we will be able to re-discover the unit that caused the Arbiter's Cloaking field without an Arbiter, it was very interesting.

(I believe it was 6871?)

What we need is more research on extended units. I had started a list of extended units + their effects to 500, but it's probally out dated now. We should create it again.
Report, edit, etc...Posted by scwizard on 2005-04-15 at 13:22:52
Unit 6871 will be tried post haste upon my arrival at a computer with starforge.
For some reason, there were substantual changes to exstended units after 1.12. Or so I hear at least. I wonder why?
Maybe we should start a list.
Doodle77 and I could do 3500-4000. You could do 3000-3500 or something of the sort.
This really sounds like the kind of projects that deathknight is used to tackling though.
I assumed that they weren't used before. Becuase I dled an old patch, then tried some exstended units, and they all crashed.
I might of gotten something like the arbiter cloaking field, but not noticed it. I havn't been testing as thoughly as I should. (except with 3281 becuase it was so wierd. It came as quite a shock when it acutally appeared on the map).

One of the most useful ones I found was 6500 (i'll have to confim this). What it did was make a zelot death sound, say "You can't build there" make the sound a drone makes (I was zerg) when you attempt to build on illegal terrain, then ping at the location where the unit was placed.
The idea of preplaced minimap pings (w/o tirggers) is a very cool one.
Report, edit, etc...Posted by Theme(Ex) on 2005-04-15 at 14:51:51
Unit 233 crashed... wtf? Am I supposed to not be looking at it?

Unit 6500 does make a Zealot death, show the "You cannot build there" error, and ping at the location the unit was at. (I didn't hear a Drone though >.<)

I'd like to help with the list! wink.gif

Unit 6871 has the vision of 1 square approximately. It's cloaked, and even when it's owned by you, you can't see it unless you use maphack. If you do use maphack and you click on it (it's a Scourge), it crashes StarCraft.

I'm too slow to see the Scourge death for unit 4000.
Report, edit, etc...Posted by Doodle77(MM) on 2005-04-15 at 21:08:01
yay, i guess we will start a list... please note that i am m.r.bobs brother and thats why i know everything... i thought of the number 3281 randomly and tested it at first, also i just found 2 more weirdnesses about unit 3281-
#1- it dies when owned by a computer player.
#2- it is not biological and not mechanical
Report, edit, etc...Posted by scwizard on 2005-04-15 at 21:16:36
So how are we going to do the list?
What you say Doodle?
Doodle says we should do it 150 at a time starting from 3000.
And one person should get 228-3000.

I think that it should be 150 at a time starting from 3000. Then after we run out of good ones, we should go back to the beggining.

Doodle: How will we know when we are out of good ones
Me: When it starts consistantly crashing of course
Report, edit, etc...Posted by Voyager7456(MM) on 2005-04-15 at 22:00:44
Define "consistent". I got 200 crashes in a row once. But the stuff after it was kind of interesting.

This was an example of what I found out for each unit:
QUOTE
Unit Number: 252
Type: Crasher
HP: N/A
Unit Type: N/A
Effects: N/A
Appearance: N/A
Attack: N/A
Altitude: N/A
Usefulness: * (1)
Possible Use: Anti Map Hack
Comments:
Crashes when viewed by a player.
After the first test, the unit would instantly crash StarCraft after the briefing. {When owned by a player}
When computer owned, the unit creates a square of creep around it. Crashes when viewed. The “Crash Radius” (Area around the unit in which it will crash StarCraft if viewed) was noticeably lower. (StarCraft would crash 1 or 2 tiles into the creep). Creates a “Rock Doodad”.
Report, edit, etc...Posted by scwizard on 2005-04-15 at 22:04:13
Sounds pretty good so far. Just one note:
DO NOT TEST CERTAIN UNITS JUST BECAUSE THEY LOOK COOL IN STARFROGE.
The unit you speak of has a interesting look in starforge. However some of the most interesting ones I found had a very mundane look in starforge.
Report, edit, etc...Posted by Theme(Ex) on 2005-04-15 at 22:11:55
I started from 3000 and I'm at 3015. I'll post the list when I can get back to the computer with the .txt file ...




I'm here!

o.o oh. Units 3000 to 3014 don't do anything.

CODE

3000 - Wraith -  Nothing
3001 - Nuclear Silo -  Nothing
3002 - Dropship -  Nothing
3003 - Scourge -  Nothing
3004 - Wraith -  Nothing
3005 - Psi Emitter -  Nothing
3006 - Goliath Turret - Nothing
3007 - Scourge -  Nothing
3008 - Armory -  Nothing
3009 - Start Location - Nothing
3010 - Wraith -  Nothing
3011 - Scourge -  Nothing
3012 - Mineral Field -  Nothing
3013 - ?????????????? - Nothing
3014 - Armory -  Nothing

Report, edit, etc...Posted by scwizard on 2005-04-15 at 22:20:49
Unit 1024 is a vulture...
Don't ask.
It doesn't get recalled when you try and recall it.
Bullet hits don't appear on it.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-04-15 at 23:15:43
I once found a unit that acted as a "Starforge Authorized Open Only". Meaning it would crash all other editors, but SF could see it (I believe it was a dropship). But it would just completely vanish in SC. It was either 666 or 999 (I was testing 666 and flipped 666 tongue.gif). Might be different now. Does 8001 still work (or whatever the infinite ranged attack zergling thingy was) because I found if you recall it it either goes to the left or right side of the map (left side it was off the map, right side it was half on the map). And then if you recalled again, it would completely dissappear from existance. I forgot how, but once i recalled it twice then I couldn't select the arbiter, it was a unit that became a moving sprite....

Edit: forgot to mention this was 1.11 (the one before 1.12 blink.gif) tongue.gif
Report, edit, etc...Posted by axblader on 2005-04-15 at 23:27:33
pretty cool, though i might not be able to test much, except on weekdays.

so il start on monday if i remember to do so. bleh.gif

Interesting, SC is so buggy lol, but thats one of the reasons it's fun. bangin.gif

i think unit 5724 does something, but i cant quite remeber....(im not sure on the number too...or the order of the digits).

anyways, unit 6500 is cool, though it might be annoyying in the beginning if you have a lot of them.

but couldnt you just use a trigger?
Report, edit, etc...Posted by Puni(F) on 2005-04-16 at 11:08:52
I want to be a tester, I want to be number 3602-3751, Even though I don't even think that is a unit.
Report, edit, etc...Posted by scwizard on 2005-04-16 at 11:24:42
Ok, the list that Doodle gave is wrong.
Voyager7456 has units 228-400.
Theme(ex) has units 401-600.
O)FaRTy1billion has units 601-800
axblader has units 801-1000
Puni has units 1001-1200

Once everyone is done with their first set of units. I will give them a second set. Post every unit in the set, and thourghly test wierd ones.

Also I think 233 needs to be owned by you to not crash.
Report, edit, etc...Posted by Puni(F) on 2005-04-16 at 11:39:18
Umm, Quick question... How am I going to find out what my units are? Im now in a black pit, No knowing what to do.
Report, edit, etc...Posted by Doodle77(MM) on 2005-04-16 at 12:34:25
i deleted my post, sorry i thought we were going to start with 3000...
look at m.r.bobs post for your units puni.
[sub]btw puni, you got your name from the player unit restrictions section of the chk right?[/sub]
EDIT: Just hit silver(not gold yet); 1220 is a building that looks like cloaked minerals, stays on top, can be walked on and provides 114 supply
EDIT 2: Just finished 1200-1230 here they are:
CODE

1200- mineral chunk in SF- crash
1201- mutalisk death- leaves behind 2x1 of buildable creep
1202- cloaked minerals that you can walk under produces creep as 1201
1203- cloaked mutalisk death
1204- egg in SF - does nothing
1205- lair in SF - cloaked mutalisk death
1206- ultralisk caveren in SF - crash
1207- 1201
1208- white dot in SF - wraith shot sound + crash
1209- photon cannon in SF - crash
1210- assimilator in SF - crash
1211- scourge in SF - crash
1212- discolored hydralisk spines in SF - crash
1213- bunker in sf - 1201
1214- bunker in sf - crash
1215 - 1211
1216- factory in sf - crash
1217- WTF in sf - 1203
1218- machine shop in sf - 1203
1219- 1203
1220- cloaked minerals - crash on click - is a BUILDING provides 114 supply and takes 1. IS AN AIR UNIT- requires further testing
1221- white dot in sf- 1203
1222- protoss becon in SF- crash
1223- scourge in SF- nothing
1224- factory in SF- nothing
1225- crash SF
1226-1227- nothing scourge in SF
1228- nothing sheild battery in SF
1229- WTF in sf - nothing
1230- archon attack in sf- nothing

Edit 3: done with 1230-1250
CODE

1230- archon attack in sf- nothing
1231-1223
1232- nothing - tank in SF
1233-1239 nothing, various units in SF
1240-crash, control tower in SF
1241-defiler death, creep as 1201
1242- scourge, crash on select, provides 118 control. makes it so all zerg units take 0 control but takes 8 control!!!
1243-1211
1244- psi emmiter, crash
1245- discolored rock sprite in sf- crash
1246-covert ops in SF- provides 118 control
1247-1211
1248-discolored door in SF- crash
1249- power plant thingy in sf- crash
1250- discolored rock sprite in sf-crash

edit 4: getting weird! next 20
CODE

1251-1211
1252- gateway in sf- crash
1253- factory in sf- crash
1254-1253
1255-1211
1256- provides 116 control takes 1- crash on click
1257+1258- 1253
1259-1211
1260- consume in sf- crash
1261- 1253
1262- overlord- crash-click. IS A GROUND UNIT! provides 114 control.
1263-1211
1264- hydra in SF- crash
1265- hydra in SF- makes a boom sound but marine death
1266- 1264
1267- 1211
1268- scanner sweep that is clickable and stays there, but not targetable by anything but splash effects
1269- certabrate in SF- crash
1270- scourge, ground unit. provides 116 control

oh ya, and i was thinking, if only there was a way that we could have a post or something that we can all edit so that you can see all of them units at onece
Edit 5: nothing that did anything
CODE

1271-1211
1272-1274- lair in SF, nothing
1275-1223
1276-1278-dragoon in sf-nothing
1279-1223
1280-assimilator in sf-crash
1281-assimilator in sf-nothing
1282-1281
1283-1223
1284- gateway in sf- nothing
1285- photon cannon- nothing
1286- golaith head in sf- crash
1287- 1211
1288-1290- discolored temple in SF- nothing

edit 6: Hey, any1 other that me testing yet?
CODE
More!
1291-1223
1292-vulture in SF- nothing
1293-Dropship in SF-nothing
1294-Dropship in SF-crash
1295-1211
1296-bunker in sf nothing
1297+1298-1292
1299-1223
1300-1284
1301-1296
1302-1304- diffent units in sf- nothing
1305-macine shop in SF, VERY LARGE UNIT SIZE, crash if placed in legal

terrain
1306-minerals in SF- nothing
1307-1223
1308-protoss beacon in SF-nothing
1309+1310- control tower-nothing

Nothing AGAIN! WEEEEEEEE!
Report, edit, etc...Posted by LethaL on 2005-04-17 at 22:29:07
Yeah, I wasn't in 'the list' but it sounded interesting so I decided to give it a try:

CODE

5555 --- Scourge in SF --- Nothing
5556 --- Scourge in SF --- Nothing
5557 --- Scourge in SF --- Nothing
5558 --- Scourge in SF --- Nothing
5559 --- Scourge in SF --- Nothing
5560 --- Scourge in SF --- Nothing
5561 --- Scourge in SF --- Nothing
5562 --- Scourge in SF --- Invisible Marine, dies when recalled
5563 --- Scourge in SF --- Invisible Ghost, dies when recalled
5564 --- Scourge in SF --- Nothing
5565 --- Scourge in SF --- Nothing
5566 --- Scourge in SF --- Crashes SC
5567 --- Scourge in SF --- Crashes SC
5568 --- Scourge in SF --- Crashes SC
5569 --- Scourge in SF --- Crashes SC

.............................................

6666 --- ? Doodad in SF --- Crashes SC
6667 --- Interceptor in SF --- Crashes SC
6668 --- ? Doodad in SF --- Crashes SC
6669 --- Interceptor in SF --- Crashes SC
6670 --- ? Doodad in SF --- Crashes SC
6671 --- Interceptor in SF --- Crashes SC
6672 --- ? Doodad in SF --- Crashes SC
6673 --- Interceptor in SF --- **Assume Pattern repeats
6674 --- Crashes SF --- **Assume Pattern repeats
6675 --- Interceptor in SF --- **Assume Pattern repeats
6676 --- ? Doodad in SF --- **Assume Pattern repeats
6677 --- Interceptor in SF --- **Assume Pattern repeats
6678 --- Cocoon in SF --- Nothing
6679 --- Probe in SF --- Nothing
6680 --- Creep Colony in SF --- Crashes SC
6681 --- Probe in SF --- Crashes SC
6682 --- Carrier in SF --- Crashes SC
6683 --- Probe in SF --- Crashes SC
6684 --- Cybernetics Core in SF --- Crashes SC
6685 --- Probe in SF --- Nothing
6686 --- Goliath Bottom in SF --- Crashes SC


The 'Nothing's' might make sounds, but my speakers don't work so I wouldn't know.

Edit: All placed for Human players, within range of the start location (So the 'Crashes SC' might crash on sight or not).
Report, edit, etc...Posted by chuiu on 2005-04-17 at 22:52:41
What terrain types are guys testing this in? I seem to get different results when testing in Ice.
Report, edit, etc...Posted by scwizard on 2005-04-18 at 09:36:39
The problem with this is that you get differenet results with different tile sets, when owned by differetn players, etc. So it's pretty hard to make a full comprehensive list.

It's ok, I think all people are looking for is one gem like 1201.
It's a mulalisk death that makes creep. Buildable creep!

I posed a question about hex editing on the map help forum. If everything works out, you could have a unit that leaves a trail of creep.
Report, edit, etc...Posted by chuiu on 2005-04-18 at 18:23:42
Ok then instead of posting every one you tested, why not make it more efficient and just do something like this?:

QUOTE(Jungle Terrain)
1562 - 1x3 blocks of vision
1571 - scourge death
1683 - 1x1 creep left behind


List only the ones that actually do stuff and on what terrain.
Report, edit, etc...Posted by Doodle77(MM) on 2005-04-18 at 18:47:16
ok, post edited
EDIT: tired, want to actually play sc, will edit later(tomorrow morning).
Report, edit, etc...Posted by Corbo(MM) on 2005-04-18 at 18:57:49
testing this is fun i love crashes give me units give me numbers give me!
Report, edit, etc...Posted by axblader on 2005-04-18 at 19:08:17
im starting today, in a few hours. also, it depends on which player it belongs to sometimes...so put the player number too, and i suppose someone will compile this into a list?

EDIT:

here:

CODE
801 – crash
802 – crash
803 – crash
804 – crash
805 – crash
806 – crash
807 – crash
808 – crash
809 – crash
810 – crash
811 – crash
812 – Terran Factory, Crash when selected, it does not have vision with you
813 – Disappears
814 - crash


812 looks weird in SF.
Report, edit, etc...Posted by scwizard on 2005-04-19 at 09:38:00
I like the idea of only posting the ones that do something.
Corbo, you have 1400-1600.
Report, edit, etc...Posted by a-Friend on 2005-04-19 at 10:51:10
I would like to help research and test these... hyper units.
And 1024 could be a replacement for 2008 due to it has a huge unit size vertically and is high hp or invincible.

EDIT: using 1.12b
EDIT again: 2008 was a zergling that acted like transport, was near invincible and could be attacked from a far range horizontally which was its main use but its gone in 1.12b great for incorrect rain or sand storm effects
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