Frozen Turret - Like the glitch, just place an enemy air unit directly above the turret.
Lose Air Unit Jets - Just get the air unit to attack something while it keeps moving.
2x Speed Lifted Buildings - Just use Create Units With Properties for a liftable building and check "In Transit". The building will have double the speed it usually has but will reset when landed/lifted normally.
wow! more more more!!!
I was posting things that could easily be done with triggers.
Thats an interesting list, I hope you keep finding weirdness to add to it, that glitch with the terran buildings is actually quite interesting. And do we have any idea WHY the turrets freeze when an enemy air unit is directly above them?
It's probably because the turret top spins and if the target is directly at its center, it can't exactly spin to target it, so it would stop, though this is just an assumption at why it does that.
Pretty cool but the frozen turret one was pretty obvious if u knew the glitch
That 2x lifted building speed is sexy
wow, plz add some more
The only reason they havent patched up the frozen turret cause what is the point of stopping turrets unless your some idiot who would make only one then your pretty much doomed the air jet thing only happens when they are too many units bunched up attacking each other. The 3rd thats your trigger>.<
The jet removal trick does not happen that way. You can make any unit that "slides"(like air units, scv, templar, vulture, etc) lose their movement animation by attacking without stopping.
Hyperspeed - Have two ground units try to run past each other, and when they collide they'll try to move past each other but fail because of the perfect symmetry, but since units move faster when trying to move past each other, they'll soon start to run in a perpendicular direction right next to each other at an uber fast speed! Shown to me by Ðk of course. Though he demonstrated with Hydralisks and Zealots, it should work with other ground units as well.
Yeah, it SHOULD work with other units, but have you done it with other units?
QUOTE(PCFredZ @ Aug 24 2005, 09:30 AM)
Hyperspeed - Have two ground units try to run past each other, and when they collide they'll try to move past each other but fail because of the perfect symmetry, but since units move faster when trying to move past each other, they'll soon start to run in a perpendicular direction right next to each other at an uber fast speed! Shown to me by Ðk of course. Though he demonstrated with Hydralisks and Zealots, it should work with other ground units as well.
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Dummy, I already posted that, and I removed it because DK was talking about ones that could be done with triggers.
ooo i saw this when i was workin on my rpg where a few hero zealots patrols
QUOTE(MrrLL @ Aug 24 2005, 11:43 AM)
Dummy, I already posted that, and I removed it because DK was talking about ones that could be done with triggers.
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Oh right, forgot about that.
Crazy Kakaru- Move a Kakaru to a location with hyper triggers and a preserve trigger. It will look as if it is frozen.. but moving..
Or..you could just place the kakaru for a non-p12 player. It just sits there flapping.
Yeah but his plays the same animation over and over, without a "smooth loop" of the bird flapping.
get 12 arbiters and make them recall themselves a bunch of times, sometimes some of them disappear for no reason