Staredit Network

Staredit Network -> Concepts -> Units Over 227 (pc List)
Report, edit, etc...Posted by Clokr_ on 2004-08-06 at 18:41:26
This is a list of the units over 227: You know that there are 228 units in SC, so each one have an identifier from 0 to 227 (the last valid unit is the 227 one). But you can place in a map units with an identifier from 0 to 65535, so there are 65308 unknown units. Most of them might crash, other units might play a sound or an animation, but there are other units that seems to work. For research what units work we are going to use this system:

QUOTE
Let's make groups of 10 units, so there are 6531 groups. All the groups will start in multiples of 10, so a group is from 1500 to 1509, another group is from 1660 to 1669, etc.
If you want to help select an untested group and test it, test the 10 units and post your results here.

You don't need to say how it looks in SF. If it crashes just say the ID and that crashes like:
CODE
1500-Crash
1501-Crash
1502-Crash
1503-Crash


If it crashes one second after the game start you can move the start location so you see what it looks like:
CODE
1508-Picture: Zerg scourge
Other notes: Untestable: Crashes one second after the game starts.

Move the start location if it seems to be invisible or there is nothing there. Some units just play a sound or an animation:
CODE
1605-scourge death sound, scourge death animation


If it doesnt crash, please post this info. I think that this info is the most acurate that someone can get. Also Deathknight, you should get this info of all the units that you discovered. This is the info:

ID-Picture:
-Race:
-Elevation:
-Clickable:
-Click Crash:
-Selectable:
-Select. Wireframe:
-Shields:
-Energy:
-Valid HP:
-Valid Shields:
-Valid Energy:
-Affectable by spells:
-Other notes:


ID: The ID of the unit that you are testing.
Picture: What does it looks like? Example: Zerg scourge
Race: For discover the race select another unit, hold shift and click on the unit. It will play a random sound. If the sound is zerg the unit is zerg, if the sound is protoss the unit is protoss and if the sound is terran the unit is terran. If it have no sound set race to 'none' and if it crashes set race to '?'.
Elevation: Move a ground and a air unit over it. If it shows under a ground unit then it is underground, if it shows over all air units then it is overair. It can be air and ground too! (note: if it makes a wall around it use a dropship for drop an unit over it)
Clickable: Yes or No. Clickable mean if the cursor change over it (like marine), or not (like nuke).
Click Crash: Yes or No. Does it crash when you click on it?
Selectable: Yes or No. Can you select it with the shift trick (check the Race field help for more info) or does it crash?
Select. Wireframe: When you select it using the shift trick, what does it looks like? Example: Terran Marine.
Shields: Yes or No. When you select it using the shift trick, does it show a shield bar?
Energy: Yes or No. When you select it using the shift trick, does it show a energy bar?
Valid HP: Yes or No. When you select it using the shift trick, does the HP bar show full or show empty?
Valid Shields: Yes or No. When you select it using the shift trick, does the shield bar show full or show empty?
Valid Energy: Yes or No. When you select it using the shift trick, does the HP bar show full or show empty?
Affectable by spells: You don't need to specify what spells, just say 'All', 'Some' or 'None'
Other notes: Any other weird thing goes here: Cloaked, invisible wall around it, etc.

Please if you discover any working unit specify all that stuff.


For test them make a map in SF and place some spellcasters. Then place a unit for you and go to properties of that unit. In the box where it says "Unit Type" place the number of the unit, save the map and test it in SC. Each working unit may take 2-3 tests for fulfill all that info.

TESTED GROUPS


Note: Someone should remake the first ones using that format.

~
1400 by BeeR_KeG[eM]
1410 by BeeR_KeG[eM]
1420 by BeeR_KeG[eM]
1430 by BeeR_KeG[eM]
1440 by BeeR_KeG[eM]
1450 by BeeR_KeG[eM]
1460 by BeeR_KeG[eM]
1470 by BeeR_KeG[eM]
1480 by BeeR_KeG[eM]
1490 by BeeR_KeG[eM]
1500 by Clokr_
1510 by Clokr_
1520 by BeeR_KeG[eM]
1530 by Clokr_
1540 by BeeR_KeG[eM]
~
1590 by Clokr_
1600 by Stereo
1610 by Stereo
1620 by Stereo
1630 by Stereo
1640 by Stereo
1650 by Stereo
1660 by Stereo
1670 by Stereo
1680 by Stereo
1690 by Stereo
~
Report, edit, etc...Posted by Clokr_ on 2004-08-06 at 18:46:11
GROUPS


~~~

1400-Crash
1401-Crash
1402-Crash
1403-Crash
1404-Crash
1405-Crash
1406-Crash
1407-Crash
1408-Crash
1409-Crash
1410-Crash
1411-Crash
1412-Crash
1413-Crash
1414-Crash
1415-Crash
1416-Crash
1417-Crash
1418-Crash
1419-Invisible Unit
1420-Invisible Unit
1421-Invisible Unit
1422-Invisible Unit
1423-Invisible Unit
1424-Invisible Unit
1425-Crash
1426-Crash
1427-Crash
1428-Crash
1429-Crash
1430-Crash
1431-Crash
1432-Crash
1433-Crash
1434-SF Crash (Untestable)
1435-Crash
1436-Wierd Crash
Note:After the crash, when I press start, it said I had just instaleed
Internet Explorer and some other programs in Accesories/Accesibility,
those programs I had used and seen before. I suggest not testing this
unit as something else can occur.
1437-Crash
1438-Crash
1439-Crash
1440-Crash
1441-Crash
1442-Crash
1443-Wierd Crash
NOTE: After I clicked Start and it crashed it took a long time for the
computer to close Starcraft.
1444-Crash
1445-Crash
1446-Crash
1447-Crash
1448-Crash
1449-Crash
1450-Crash
1451-Crash
1452-Crash
1453-Crash
1454-Crash
1455-Crash
NOTE: After I clicked Start and it crashed it took a long time for the
computer to close Starcraft.
1456-Crash
1457-Crash
1458-Crash
1459-Crash
1460-Crash
1461-Crash
1462-Crash
1463-Crash
1464-Crash
1465-Crash
1466-Crash
1467-Crash
1468-Crash
1469-Crash
1470-Crash
1471-Crash
1472-Crash
1473-Crash
1474-Invisible Unit
1475-Invisible Unit
1476-Crash
1477-Crash
1478-Invisible Unit
1479-Invisible Unit
1480-Invisible Unit
1481-Crash
NOTE: After I clicked Start and it crashed it took a long time for the
computer to close Starcraft.
1482-Crash
1483-Crash
1484-Invisible Unit
1485-Invisible Unit
1486-Invisible Unit
1487-invisible Unit
1488-Crash
1489-Invisible Unit
1490-Crash
1491-Invisible Unit
1492-Crash
1493-Invisible Unit
1494-invisible Unit
1495-Crash
1496-Crash
1497-Crash
1498-Crash
1499-Crash
1500-Crash
1501-Crash
1502-Crash
1503-Crash
1504-Crash
1505-Crash

1506-Picture: Zerg broodling
-Race: Zerg
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Select. Wireframe: Terran Marine
-Shields: Yes
-Energy: No
-Valid HP: Yes
-Valid Shields: Yes
-Valid Energy: No
-Affectable by spells: Some
-Other notes: Makes a invisible wall around it with a square shape.

1507-Picture: Zerg scourge
-Race: None
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Select. Wireframe: Terran Marine
-Shields: Yes
-Energy: No
-Valid HP: No
-Valid Shields: Yes
-Valid Energy: No
-Affectable by spells: Some
-Other notes: Makes a invisible wall around it with a square shape.

1508-Picture: Zerg scourge
Other notes: Untestable: Crashes one second after the game starts.

1509-Crashes

1510-Picture: Zerg scourge
-Race: Terran, zerg
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Select. Wireframe: Terran Marine
-Shields: Yes
-Energy: No
-Valid HP: No
-Valid Shields: Yes
-Valid Energy: No
-Affectable by spells: Some
-Other notes: Makes a invisible wall around it with a square shape.

1511-Crashes

1512-Picture: Zerg scourge
-Race: Zerg
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Select. Wireframe: Terran Marine
-Shields: Yes
-Energy: No
-Valid HP: No
-Valid Shields: Yes
-Valid Energy: No
-Affectable by spells: Some
-Other notes: Heroe, Makes a invisible wall around it with a square shape.

1513-Picture: Zerg scourge
-Race: Untested (its range is lower than the scv, so SC plays SCV sounds)
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Select. Wireframe: Terran Marine
-Shields: Yes
-Energy: No
-Valid HP: No
-Valid Shields: Yes
-Valid Energy: No
-Affectable by spells: Some
-Other notes: Heroe, Makes a invisible wall around it with a square shape.

1514-Picture: Zerg scourge
-Race: Zerg
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Select. Wireframe: Terran Marine
-Shields: Yes
-Energy: No
-Valid HP: No
-Valid Shields: Yes
-Valid Energy: No
-Affectable by spells: Some
-Other notes: Heroe, Makes a invisible wall around it with a square shape.

1515-Picture: Zerg scourge
-Race: Untested (its range is lower than the scv, so SC plays SCV sounds)
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Select. Wireframe: Terran Marine
-Shields: Yes
-Energy: No
-Valid HP: No
-Valid Shields: Yes
-Valid Energy: No
-Affectable by spells: Some
-Other notes: Heroe, Makes a invisible wall around it with a square shape.

1516-Picture: Zerg scourge
-Race: Zerg
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Select. Wireframe: Terran Marine
-Shields: Yes
-Energy: No
-Valid HP: No
-Valid Shields: Yes
-Valid Energy: No
-Affectable by spells: Some
-Other notes: Heroe, Makes a invisible wall around it with a square shape.

1517-Scourge death animation

1518-Picture: Zerg scourge
-Race: Zerg
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Select. Wireframe: Terran Marine
-Shields: Yes
-Energy: No
-Valid HP: No
-Valid Shields: Yes
-Valid Energy: No
-Affectable by spells: Some
-Other notes: Heroe, Makes a invisible wall around it with a square shape.

1519-Picture: Zerg scourge
-Race: Untested (its range is lower than the scv, so SC plays SCV sounds)
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Select. Wireframe: Terran Marine
-Shields: Yes
-Energy: No
-Valid HP: No
-Valid Shields: Yes
-Valid Energy: No
-Affectable by spells: Some
-Other notes: Heroe, Makes a invisible wall around it with a square shape.

1520-Zerg Scourge
Note: It died 1 second after game started

1521-Zerg Scourge
-Race: Terran
-Elevation: Underground
-Clickable: Yes
-click crash: Yes
-Slectable: Yes
-Wireframe: Marine
-Shields: Yes
-Energy: No
-Valid HP: yes
-Valid Shields: Yes
-Valid Energy: No
-Spells: Some
-NOTE: It had about 40% HP

1522: Crash
1523: Crash

1524-Zerg Scourge
-Race: Zerg
-Elevation: Underground
-Clickable: Yes
-Click Crash: yes
-Selectable: yes
-Wireframe: Marine
-Shields: Yes
-Energy: No
-Valid HP: Yes
-valid Shiels: Yes
-Valid Energy: No
-Spells: Some

1525-Zerg Scourge
-Race: Terran
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Wireframe: Marine
-Shields: No
-Energy: No
-Valid HP: Yes
-valid Shields: Yes
-Valid Energy: No
-Spells: Some

1526-Zerg Scourge
-Race: Zerg and Protoss
-Elevation: Underground
-clcikable: Yes
-Click Crash: Yes
-Selectable: Yes
-Wireframe: Marine
-Shields: Yes
-Energy: No
-Valid HP: Yes
-Valid Shields: Yes
-Valid Energy: No
-Spells: Some
-NOTES: Around 40% HP

1527-Crash
1528-Crash
1529-Crash
1530-Scourge death animation
1531-Scourge death animation
1532-Crash
1533-Crash

1534-Picture: Zerg scourge
-Race: Protoss
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Select. Wireframe: Terran Marine
-Shields: Yes
-Energy: No
-Valid HP: Yes
-Valid Shields: Yes
-Valid Energy: No
-Affectable by spells: Some
-Other notes: Makes a invisible wall around it with a square shape, really high HP/armor.

1535-Picture: Zerg scourge
-Race: Untested (its range is lower than the scv, so SC plays SCV sounds)
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Select. Wireframe: Terran Marine
-Shields: Yes
-Energy: No
-Valid HP: Yes
-Valid Shields: Yes
-Valid Energy: No
-Affectable by spells: Some
-Other notes: Makes a invisible wall around it with a square shape, you can pass through that wall only from inside to outside.

1536-Scourge death animation

1537-Picture: Zerg scourge
-Race: Untested (its range is lower than the scv, so SC plays SCV sounds)
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Select. Wireframe: Terran Marine
-Shields: Yes
-Energy: No
-Valid HP: Yes
-Valid Shields: Yes
-Valid Energy: No
-Affectable by spells: Some
-Other notes: Makes a invisible wall around it with a square shape.

1538-Picture: Zerg scourge
-Race: Protoss
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Select. Wireframe: Terran Marine
-Shields: Yes
-Energy: No
-Valid HP: No
-Valid Shields: Yes
-Valid Energy: No
-Affectable by spells: Some
-Other notes: Makes a invisible wall around it with a square shape.

1539-Picture: Zerg scourge
-Race: Untested (its range is lower than the scv, so SC plays SCV sounds)
-Elevation: Underground
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Select. Wireframe: Terran Marine
-Shields: Yes
-Energy: No
-Valid HP: ?
-Valid Shields: No
-Valid Energy: No
-Affectable by spells: Some
-Other notes: Makes a invisible wall around it with a square shape. You can load it with a dropship. It doesnt show inside the dropship but the dropship have an unload button. When you unload it, it plays the scourge death animation and dissapears.

1540-Zerg Scourge
-Race: Protoss
-Elevation: Low air
-Clickable: Yes, can be clicked like normal units
-Click Crash:Yes
-Slectable: Yes
-Wireframe: Marine
-Shields: Yes
-Energy: No
-Valid HP: Yes
-Valid Shields: Yes
-Valid Energy: No
-Spells: some
NOTE: Hero,When selected it sometimes made protoss attack sounds

1541-Zerg Scourge
-Race: ? no sound
-Elevation: Underground
-Clickable: Yes
-click crash: Yes
-Slectable: Yes
-Wireframe: Marine
-Shields: No
-Energy: No
-Valid HP: Yes
-Valid Shields: Yes
-Valid Energy: No
-Spells: some
-NOTE: Hero,40% Hp,no shadow

1542-Zerg broodling
*-Race: Zerg and ?(It made sound of maybe previous units in Beta or Alpha)
-Elevation: Underground
-Clickable: Yes
-click crash: Yes
-Slectable: Yes
-Wireframe: Marine
-Shields: No
-Energy: No
-Valid HP: Yes
-Valid Shields: Yes
-Valid Energy: No
-Spells: some

1543-Invisible

1544-Zerg Scourge
-Race: Protoss
-Elevation: Low Air
-Clickable: Yes
-Click Crash: yes
-Selectable: yes
-Wireframe: Marine
-Shields: No
-Energy: No
-Valid HP: Yes
-valid Shiels: Yes
-Valid Energy: No
-Spells:some

1545-Zerg Scourge
-Race: Terran
-Elevation: Low Air
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Wireframe: Marine
-Shields: No
-Energy: No
-Valid HP: Yes
-valid Shields: Yes
-Valid Energy: No
-Spells: some
Note: Hero

1546-Crash
1547-Crash
1548-Crash

1549-Zerg Scourge
-Race: ? no sound
-Elevation: Low Air
-Clickable: Yes
-Click Crash: Yes
-Selectable: Yes
-Wireframe: Marine
-Shields: Yes
-Energy: No
-Valid HP: Yes
-valid Shields: Yes
-Valid Energy: No
-Spells: some

~~~

1590-Crashes
1591-Crashes
1592-Crashes
1593-Crashes
1594-Crashes
1595-Scourge death animation
1596-Crashes
1597-Scourge death animation
1598-Crashes
1599-Scourge death animation
1600-crash
1601-scourge death sound, no visible object
1602-crash
1603-crash

1604-Ultralisk Den:
-Race: Zerg, possibly flying or mechanical (broodling won't work)
-Elevation: between land and air
-Clickable: yes
-Click Crash: yes
-Selectable: yes
-Select. Wireframe: Hero marine
-Shields: yes
-Energy: no
-Valid HP: yes
-Valid Shields: yes
-Valid Energy: no
-Affectable by spells: some, can be hallucinated, hallucinations create error "unable to place unit" but appear anyway.
-Other notes:keeps uncloaking over and over, can be cloaked full-time by arbiters.

1605-scourge death sound, scourge death animation
1606-crash
1607-scourge death sound + animation
1608-crash
1609-scourge death sound + animation
1610-crash
1611-scourge death sound + animation, not cloaked
1612-crash
1613-scourge death sound + animation, not cloaked
1614-crash
1615-scourge death sound + animation, cloaked
1616-crash
1617-scougre death sound + animation, cloaked

1618-Frozen Mutalisk:
-Race: unsure, silent sound & marine portrait
-Elevation: so high its shadow covers air units biggrin.gif
-Clickable: yes
-Click Crash: yes
-Selectable: yes
-Select. Wireframe: Marine
-Shields: yes
-Energy: no
-Valid HP: yes
-Valid Shields: yes
-Valid Energy: no
-Affectable by spells: defensive matrix, blinding, parasite.. no damage spells. It appears to be in no unit category (robotic, organic, etc.)
-Other notes: Plays protoss "build complete" sound at start of map, can be cloaked by arbiters, also plays "build complete" sound when "stop" button is clicked instead of general "bleep" sound, has a really high armor/amount of HP, when you make hallucinations, the hallucinations are cocoons.

1619-scourge death sound + animation, cloaked
1620-crash
1621-scourge death sound + animation, cloaked
1622-crash
1623-crash
1624-crash
1625-crash, seemed to play the beginning of a sound
1626-crash, heard the beginning of the "pissed off" drone sound
1627-scourge death sound + animation.
1628-crash
1629-crash, beginning of scourge death. When I tried it with the unit not visible it played the whole sound then froze so the mouse stopped moving. I'll assume the other 2 beginnings of sounds do this too.
1630-crashes, invalid placement sound
1631-crashes, invalid placement sound
1632-crashes, ditto
1633-crashes
1634-crashes, beginning of cloak sound
1635-crashes
1636-crashes
1637-crashes
1638-crashes
1639-crashes, beginning of unsure sound
1640-crashes
1641-crashes
1642-crashes
1643-crashes
1644-crashes
1645-crashes
1646-crashes
1647-crashes
1648-crashes
1649-Scourge: crashes
-Other notes: crashes when it completes 1 animation cycle, no matter if you are viewing it or not
1650-crashes
1651-crashes
1652-crashes
1653-no unit
1654-no unit
1655-no unit
1656-crashes
1657-crashes
1658-crashes
1659-no unit
1660-crashes

1661-Picture: Scourge
-Race: unknown, cannot be consumed or repaired, ranks very low
-Elevation: below ground
-Clickable: yes
-Click Crash: yes
-Selectable: yes
-Select. Wireframe: marine
-Shields: yes
-Energy: yes
-Valid HP: yes
-Valid Shields: no
-Valid Energy: possibly
-Affectable by spells: almost all.
-Other notes: dies in 1 shot from a unit doing 0 damage (edited SCV to 0 and marine to 1 for test purposes, attacked with SCV and it died in 1 hit). Feedback kills it, but this does not indicate for certain it has much energy. Cannot be killed while in a defensive matrix. If you load it in a dropship it appears as a marine with a blank name. If you unload it it dies a scourge death.

1662-crashes
1663-no unit
1664-crashes
1665-crashes

1666-Picture: Mutalisk-->Cocoon animation
-Race: unknown
-Elevation: below ground
-Clickable: no
-Click Crash: -
-Selectable: -
-Select. Wireframe: -
-Shields: -
-Energy: -
-Valid HP: -
-Valid Shields: -
-Valid Energy: -
-Affectable by spells: no
-Other notes: Does not cloak when an arbiter is present.

1667-crashes

1668-Picture: Ultralisk Cavern
-Race: unknown
-Elevation: below ground
-Clickable: no
-Click Crash: -
-Selectable: -
-Select. Wireframe: -
-Shields: -
-Energy: -
-Valid HP: -
-Valid Shields: -
-Valid Energy: -
-Affectable by spells: no
-Other notes: Does not cloak when an arbiter is present.

1669-no unit, crashes after about a second.
1670-crashes
1671-crashes
1672-crashes
1673-no unit
1674-crashes
1675-crashes
1676-crashes
1677-crashes
1678-crashes
1679-crashes
1680-crashes
1681-crashes
1682-crashes
1683-crashes
1684-crashes
1685-crashes
1686-crashes
1687-no unit
1688-no unit

1689-Picture: Scourge
-Race: unknown, low rank, cannot be consumed.
-Elevation: below ground
-Clickable: yes
-Click Crash: yes
-Selectable: yes
-Select. Wireframe: marine
-Shields: yes
-Energy: no
-Valid HP: yes
-Valid Shields: yes
-Valid Energy: no
-Affectable by spells: most
-Other notes: has about 1hp, slight lag in death after it loses all its life. Can be killed by a science vessel using irradiate and EMP. Loads into dropship as a 2-slot marine (!). Dies scourge death when unloaded.

1690-crashes
1691-crashes
1692-crashes
1693-crashes
1694-crashes
1695-crashes
1696-no unit
1697-crashes
1698-crashes
1699-crashes
~~~
Report, edit, etc...Posted by Tuxedo Templar on 2004-08-06 at 19:02:12
I just thought of another thing: if you could find a way to dump the memory for all 65536 units worth of information to a file (65536 times however many bits per unit), then omit the set that exceed's SC's allocated memory (since its useless to try and predict that range), and find out all the affects of a unit's bit flag, you could theoretically predict what effects each extended unit will produce in game.

Make sense?
Report, edit, etc...Posted by Stereo on 2004-08-06 at 19:04:29
Tuxedo_Templar: based on the fact mine was an ash tileset and it didn't work, and the ash tileset is small in # of tiles, my guess would be that it's loading from the tileset. The "null" tiles in spare space are probably a whole bunch of 0's which would create no unit at all. The jungle tileset is a lot more complete so there would be more things for it to generate units with.
Report, edit, etc...Posted by Clokr_ on 2004-08-06 at 19:11:03
QUOTE(Tuxedo Templar @ Aug 6 2004, 06:02 PM)
I just thought of another thing: if you could find a way to dump the memory for all 65536 units worth of information to a file (65536 times however many bits per unit), then omit the set that exceed's SC's allocated memory (since its useless to try and predict that range), and find out all the affects of a unit's bit flag, you could theoretically predict what effects each extended unit will produce in game.

Make sense?

I know how to save the memory to a file but I need to know:
1- The structure used for save the unit data
2- The address where the unit data starts

If you can tell to me that things... tongue.gif

QUOTE(Ðeathknight @ Aug 6 2004, 09:47 PM)
Lol. Good thing you did eXile5, except we'd probably find out about it sooner or later...but in our minds, this is YOUR discovery. Post it in that discoveries thread thing. tongue.gif

BTW you can use triggers for all of these. I'll have to see the ones you guys found... lol wtf? Hallucinating the unit turns your hallucinations into different units?

Well, that frozen mutalisk is not a mutalisk. Is the start of the animation of the mutalisk-cocoon transformation, so when you hallucinate it the animation ends in the hallucination and you can see how it transforms.

I made some changes in the groups list, I added bold text so it is easier to read also a ~~~ mark where there are missing groups.

eXile5: I don't think that we should have two open topics about the same stuff, I can open it if you want...
Also, I like my format. I knew what some of the units was without test them, with your format I was like "WTF" but I needed to see them for check how they look like.
Also, how deathknight says, all we know that it is your discovery, we are just "helping" you.

EDIT: Answering tux questions:
A Process cannot access the memory of another process, if SC tries to do that windows will give an error and close it.

QUOTE
Hmm, Heim or SI mebe? Cause it'd sure be worth doing it that way instead of 1 unit at a time, especially if there are different effects per map size or tileset.

I started a c++ dll time ago for do things like that, but I didnt have the needed skills. Now I might try to continue that dll.
Report, edit, etc...Posted by eXile5 on 2004-08-07 at 15:50:38
QUOTE(greenreaper @ Aug 7 2004, 01:19 PM)
I was playing around with the frozen mutalisk and it turns out that the unit size of the mutalisk is like.....GIGANTIC!  A zergling could attack it from like....far away...(about 4 inches)

Units 1506-1583 are all like that. Possibly more.
Report, edit, etc...Posted by Nozomu on 2004-08-07 at 16:58:27
The best part of this is that if Blizzard releases a new patch then we'll have to start all of this over again, right? If any parts of StarCraft's data are changed, the parts of the program that are read when it shows the unit will have changed, too, and should give us different results. Confirmation of this, DK?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-07 at 19:46:27
Why don't we have some one Reinstall SC then test several units. Then download the patches and see if the results are the same.
Report, edit, etc...Posted by Tuxedo Templar on 2004-08-07 at 20:11:09
Good point, bolt. And another: why don't we try to determine at least how big the data structure (in bits/bytes) for each unit is, then figure out where the memory of SC ends and where the unit data begins. Remember there is NO possible way to predict what effects will occur beyond SC's memory, so for all we know all the units tested so far in the thousands could be a big waste of time.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-07 at 20:59:04
I'll leave that kinda stuff to you or someone like Clokr_.

DT_Battlekruser, it is useless to go out of order, it would take days just to sort the list if it was compleated. Besides it would be impossable to tell what was done or not done. People should claim sections to do then fill them in when they can. like this

QUOTE(Johny)
Hey All I'll do 1227-1400

Then the next person would say
QUOTE(CoolDude)
Sweet, I'll do 1401-1450


Then when the people finish there research they edit there post with the list.

But of course doing it this way will require some very strict research requirements, what exactly to do when testing them. What to observe how to create the map (game speed, single player/multi). Then also if you get this organized you should start a new thread and unsticky this one. (This thread has too much idle chatter)
Report, edit, etc...Posted by SoftWarewolf on 2004-08-08 at 14:36:03
i tested a few on space platform

units are affected by stasis and cloak on the side of the square shape wall

1551
picture: scourge
SF picture: scourge
wireframe: scourge
sound: no
elevation: underground
click crash: yes
attackable: yes
affected by spells: regulare ones
picked up by shuttle: yes (0 space)
can load units: no
powerup item: no
square invisible wall: yes

1552
picture: scourge
SF picture: revolution chamber
wireframe: scourge
sound: no
elevation: underground
click crash: not selectable
attackable: think so
affected by spells: regulare ones i suppose
picked up by shuttle: no
can load units: no
powerup item: no
square invisible wall: yes
freezed SC in later testing

1553
SF picture: start location
blackscreen crash

1554
crashed SF

1555
picture: scourge
SF picture: scourge
wireframe: scourge
sound: non
elevation: underground
click crash: im not testing this anymore
attackable: yes
affected by spells: regular ones
picked up by shuttle: yes (0 space)
can load units: no
powerup item: no
square invisible wall: yes

1556
SF picture: lair
crashed

1557
SF picture: lair
crashed

1558
SF picture: ursadon
no unit present

1559
SF picture: scourge
no unit present
Report, edit, etc...Posted by Clokr_ on 2004-08-09 at 07:33:02
I'm gonna organize everything and unpin this topic, the list varies too much between diferent maps, so it is not really useful :/
Report, edit, etc...Posted by .Coko[CK] on 2004-08-09 at 07:55:37
The best bet is to choose someone who has organising skills to decide what large amounts each person should work on, and what terrain as well, as well as size.

Something like a 100 possible mixes, which is a 1000 of units...
All done on, lets say Jungle terrain?
At Size 64x64?
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-09 at 18:36:10
1800 – Crash
1801 – Crash
1802 – Crash
1803 – Nothing
1804 – Crash
1805 – Nothing
1806 –
-Picture: Hive
-Race: Not Zerg, cannot be consumed. Can be broodlinged, meaning that it is organic. Can be Irradiated, Maelstromed, Hallucinated!, Defensive Matrixed, ect.
-Elevation: Underground
-Clickable: yes
-Click Crash: yes
-Selectable: No
-Select Wireframe: N/A
-Shields: yes
-Energy: no
-Valid HP: yes
-Valid Shields: yes
-Valid Energy: no
-Affectable by spells: most
-Other notes: Can be killed by Psionic Storm. Crashes when loaded into a dropship.
1807 – Crash
1808 – Crash
1809 – Crash
1810 –
-Picture: Cerebrate
-Race: Unknown Mechanical.
-Elevation: below ground
-Clickable: yes
-Click Crash: yes
-Selectable: yes
-Select. Wireframe: marine
-Shields: yes
-Energy: no
-Valid HP: yes
-Valid Shields: yes
-Valid Energy: no
-Affectable by spells: most
-Other notes: Continuously generated a transmission and minimap ping consisting of a beep, the message “you cant build there” and a sound sounding like “Nee-ROW” (Probe?).
Turned the mini-map terrain black (As if Terrain was toggled permanently off. Toggle Terrain did nothing.
1811 – Nothing
1812 – Nothing
1813 – Nothing
1814 – Starcraft didn’t start for 30 seconds. After that, nothing.
1815 – Black screen for 10 seconds, then crash.
1816 – Crashes when seen. Weird Graphic in Starforge.
1817 – Scourge/Mutalisk death sound, then nothing.
1818 – See 1806. Shuttle Graphic, crashes when selected.
1819 – Mutalisk Death Animation
1820 – Nothing
1821 – Mutalisk Death Animation
1822 – Crash
1823 – Crash
1824 – Protoss Building warping in sound. Crashes when seen.
1825 – MDA, Froze Starcraft.
1826 – Crash
1827 – Crash
1828 - -Picture: Ultralisk Den
-Race: Zerg.
-Elevation: Air
-Clickable: yes
-Click Crash:
-Selectable: yes
-Select. Wireframe: marine
-Shields: no
-Energy: no
-Valid HP: yes
-Valid Shields: no
-Valid Energy: no
-Affectable by spells: most
-Other notes: Has “Static” Portrait. Plays random Protoss sound when selected with other units. Crashes if selected twice. Provides 65 Zerg Supply. If loaded in a dropship, it creates a Rock Doodad, but is not visible inside the dropship. If the dropship is commanded to “unload all” it crashes. Takes up 0 slots.
1829 – MDA
1830 – See 1828. Provides 19 Zerg Supply. Elevation – High Air.
1831 - MDA
1832 – Crash
1833 – Crash
1834 – Crash
1835 – MDA
1836 – Crash
1837 – Crash
1838 – Crash
1839 – Crash
1840 – Nothing
1841 – Nothing
1842 – Nothing
1843 – Nothing
1844 – Nothing
1845 – Nothing
1846 – Nothing
1847 – Nothing
1848 – Nothing
1849 – Nothing
1850 – Crash
1851 – Nothing
1852 – Nothing
1853 – Nothing
1854 – Nothing
1855 – Nothing
1856 –Nothing
1857 – NOTHING
1858 – NOTHING
1859 – Crash
1860 – NOTHING
1861 – Nothing
1862 – Crash
1863 – Nothing
1864 – Nothing
1865 – Nothing
1866 – Nothing
1867 – Nothing
1868 – Nothing
1869 – Nothing
1870 – Nothing
1871 – Nothing
1872 – Nothing
1873 – Nothing
1874 – Nothing
1875 – Nothing
1876 – Nothing…
1877 – NOTHING
1878 – Nothing
1879 – Nothing
1880 – Nothing
1881 – Crash
1882 – Crash
1883 – Creates a Scourge Death Sound, and then creates a Rock Doodad and a very wide and very narrow patch of creep… confused.gif This creep acts as normal creep.
1884 – Crash
1885 – Nothing
1886 – Nothing
1887 – Nothing
1888 – Nothing
1889 – Nothing
1890 – Nothing
1891 – Nothing
1892 – Nothing
1893 – Nothing
1894 – Nothing
1895 – Nothing
1896 – Nothing
1897 – Nothing
1898 – Nothing
1899 – Nothing

Mostly useless. 1883 is interesting though. It wont create creep over water, but it will skip over to the next side.
Report, edit, etc...Posted by SoftWarewolf on 2004-08-09 at 19:02:40
1883 is cool.. but it only works with one
and it crashed when i put it on another computer player aswell
funny thing is if u start building on the creep and cancel it makes a hole

1828 is very interesting too, no more need for tons of overlords happy.gif
you can load units inside it
Report, edit, etc...Posted by illusion(SS) on 2004-08-11 at 10:34:58
i just wana let u guys now that the patch does matter. the 1828 doesnt appear unless u download the patch, and the 1806 is a reavor in sf, hive that crashes in sc. biggrin.gif
Report, edit, etc...Posted by .Coko[CK] on 2004-08-11 at 10:48:18
Interesting thing that, so we better hope that Blizzard doesn't bring out a patch and remains lazy! Still they only actually have one person working on the Patch for Starcraft
Report, edit, etc...Posted by Deathknight on 2004-08-11 at 18:12:43
Blizzard won't make a patch for another year... so yea.
Report, edit, etc...Posted by MapUnprotector on 2004-08-11 at 19:53:42
lol we actually dont want a patch hehe weird happy.gif
Report, edit, etc...Posted by Clokr_ on 2004-08-12 at 08:00:27
This topic is not going anywere. Unpinned.
Report, edit, etc...Posted by T.s.u.k.a.s.a on 2004-09-05 at 21:35:36
Nice. U guys did you homework. Blizz won't remove those units because that is impossibe in a patch and they need those units. They are going to use and modify those units for Starcraft 2. Those units are quite interesting.
Report, edit, etc...Posted by Deathknight on 2004-09-05 at 21:46:07
T.s.u.k.a.s.a, you're an idiot.

1. THIS TOPIC IS :censored:ING OLD AND YOU POSTED IN IT AGAIN.

2. THEY WILL CHANGE WITH DIFFERENT PATCHES BECAUSE THEY ARE NOT UNITS. THEY ONLY USE PROPERTIES OF UNITS.

3. STARCRAFT 2 WILL NEVER COME OUT.

4. STFU.

5. LOCKY LOCKY.
Report, edit, etc...Posted by NerdyTerdy on 2004-09-05 at 22:01:03
Dude this is awesome I'm not promising I'm going to test anything but I probably will end up testing some censored.gif .
Report, edit, etc...Posted by Crispie on 2004-09-06 at 02:11:02
how do you create these units using StarForge or whatever. Im curious to try out some.
Report, edit, etc...Posted by Kenoli on 2004-09-07 at 02:41:44
QUOTE
T.s.u.k.a.s.a, you're an idiot.

1. THIS TOPIC IS :censored:ING OLD AND YOU POSTED IN IT AGAIN.

2. THEY WILL CHANGE WITH DIFFERENT PATCHES BECAUSE THEY ARE NOT UNITS. THEY ONLY USE PROPERTIES OF UNITS.

3. STARCRAFT 2 WILL NEVER COME OUT.

4. STFU.

5. LOCKY LOCKY.

OMG LOL ROFL HAHAHHA ouch my side >_o

Did you know you can use the terrain tiles in starforge to paint with extra units?
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