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Staredit Network -> Concepts -> Player 14 - Frozen Find
Report, edit, etc...Posted by Deathknight on 2004-12-21 at 16:34:00
Different things can be accomplished when player 14 fully freezes preplaced units.


QUOTE(tutorial)
To do the one to fully freeze pre-placed units, place a map revealer, interceptor, or scarab after placing the units you want frozen. The units placed before will be frozen. They can not die, or be controlled. Fog will run over it but you will still see it and be able to click on it.


CODE

+--------------------+
| Fully-Frozen units |
+--------------------+

= = = = = = = = = =
REGULAR UNITS
= = = = = = = = = =
NOTE: ALL UNITS WILL BE COVERED BY PARTIAL-FOG(The grey fog where you can still see it)

•Start Location(Sprite-unit) - "Invisible"
•Beacons - "Invisable"/Disappear
•Doors - Frozen
•Traps - Unselectable, clearly seeable, can not move units over top of it.
•Powerups - Frozen. Can not be picked up.
•Critters - Frozen.
•Scanner Sweep - Nothing
•Disruption web/Dark Swarm - Frozen, cool effect.
•Mercinary gunship/Cargo ship - Frozen
•Independant Starport - "Invisible".

•All Protoss buildings - All "Invisible". Provide requirements. Will regenerate shields. Still provides supply.
•Protoss Photon Cannon - Still detects cloaked units.
•All Protoss units - All "frozen". Will regenerate shields.
•Protoss Carrier/Reaver - Can put interceptors/scarabs in que, will not build.
•Protoss Archon - Cool effect
•Protoss Dark Archon - Cool effect
•Protoss Dark Templar - Cool effect
•Protoss Observer - Doesn't exactly cloak, still detects cloaked units
•Protoss Shuttle - Will still load/unload units :)

•All Terran buildings - All "Invisible". Provide requirements. Still provides supply.
•Terran missile turret - Still detects.
•All Terran units - All "frozen". Can be repaired.
•Vulture Spider mine - Cool effect.
•Terran Science Vessel - Still detects.
•Terran siege tank(Siege mode) - Cool effect
•Terran dropship - Will still load/unload units :)
•Pre-cloaked units - will become "invisible"

•All Zerg Buildings - All "Invisible". Provide requirements. Still provides supply. Still provides creep.
•Overminds - Still detect.
•Zerg Spore Colony - Still detects
•All Zerg units - All "frozen". Will still heal. Trying to morph will have you lose money.
•Zerg Cocoon - Cool effect.
•Zerg Egg - Cool effect.
•Zerg Lurker egg - Cool effect
•Zerg Overlord - Still detects. Will still load/unload units :)
•All burrowed units - Will be "invisible".

•All Transport units - Units inside will not unload after a certain time period of loading. The time is not much, once hp gets to 0, units inside will "die". You can then load more units in.

•Goliath Turret - Does not crash, goliath turret facing forward
•Tank turret(tank mode) - Does not crash, tank turret facing right
•Tank turret(Siege mode) - Does not crash, tank turret facing left
•All "Crashing" units - Make a rock sprite, appear to be a "dot" of some sort, "invisible", do not crash.


= = = = = = = = = =
SPRITE-UNITS
= = = = = = = = = =
NOTE: ALL SPRITE-UNITS WILL BE COVERED BY FULL-FOG(The black fog where you can't see anything)

Same as normal units.


= = = = = = = = = =
DISABLED SPRITE-UNITS
= = = = = = = = = =
NOTE: ALL SPRITE-UNITS WILL BE COVERED BY FULL-FOG(The black fog where you can't see anything)

Archon - Doesn't crash anymore
Dark Archon - Doesn't crash anymore

Disabled sprite-unit #245 no longer crashes. Makes rock sprite.
Disabled sprite-unit #247 no longer crashes. Huge square of creep.
Disabled sprite-unit #248 no longer crashes. Huge square of creep. Makes rock sprite.
Disabled sprite-unit #249 - Huge square of creep. Cloaked Khaydarin Crystal is now invisible.
Disabled sprite-unit #250 no longer crashes. Makes a rock sprite, huge square of creep.
Disabled sprite-unit #251 no longer crashes. Makes a rock sprite, huge square of creep.
Disabled sprite-unit #252 no longer crashes. Makes a rock sprite, huge square of creep.
Disabled sprite-unit #253 no longer crashes. Huge square of creep.
Disabled sprite-unit #256 no longer crashes. Makes a rock sprite, huge square of creep.



All disabled sprite-units have the building sound for them. Good for certain things I guess. They are also walk-thru. :/


Full-freeze expariments incomplete, partial-freeze expariments not started.

As you know, player 14 can freeze preplaced units that were placed before it. But did you know that it can also prevent crashing? The independant command center doesn't crash when frozen, as well as many others. More expariments can be conducted on "extended units" and such.

There are also tricks you can accomplish with player 14. One is to have a bunch of units attack a frozen protoss unit. The protoss unit with have a huge circle of "shield hits" around him forever. Most units can be moved too.

Stay tooned and be at Saturday's map night if you want to see examples and probably more discoveries between now and then.
Report, edit, etc...Posted by PwnPirate on 2004-12-21 at 16:35:52
Yes ! It's All true! I CONFESS!!! I was there with him!!!!
It was awsome! ohmy.gif
Report, edit, etc...Posted by DoomPenguin on 2004-12-21 at 17:29:36
Awesome stuff, I look foward to seeing it at map night (if I can make it).
Report, edit, etc...Posted by SA_Max71 on 2004-12-21 at 18:11:04
QUOTE
•All "Crashing" units - Make a rock sprite, appear to be a "dot" of some sort, "invisible", do not crash.


What does this "dot" look like? Does it look like the white circle you see when you try to place one of the sprites under "wtf?" in starforge? Or does it look like a red dot similar to the dot one seens when a ghost is nuking something?

QUOTE
As you know, player 14 can freeze preplaced units that were placed before it. But did you know that it can also prevent crashing? The independant command center doesn't crash when frozen, as well as many others. More expariments can be conducted on "extended units" and such.


Whoa blink.gif Ok, I take that back. Without this trick, I think the independed command center will crash because it has a weapon, but starcraft can not find any more information about it, and thus, crashs.

Anyways, I will try to make it out to map night to see these "bugs", but I don't know if I will be able to. Uh, could someone send me a reply of these "bugs', especially the onces I have listed in this post?

Addition: 4 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
4 Members: SA_Max71, Navilin, Clan_D, xbakapeterx
Report, edit, etc...Posted by Deathknight on 2004-12-21 at 19:34:09
Stop flaming. -Moose


QUOTE
What does this "dot" look like? Does it look like the white circle you see when you try to place one of the sprites under "wtf?" in starforge? Or does it look like a red dot similar to the dot one seens when a ghost is nuking something?


It's just a dot, about 1x3 pixels. Nothing that you see normally in Starcraft.

No, the independant command center does not crash because of a weapon.
Report, edit, etc...Posted by illusion(SS) on 2004-12-21 at 19:46:48
sounds interesting, but can you controll with things to freeze, like make it so you can freeze the traps, but no the scanner sweep?
Report, edit, etc...Posted by Deathknight on 2004-12-21 at 19:52:15
What do you mean?

I can controll player 14 perfectly. All units placed before it will be frozen, all units after will move faster than normal. It's not that hard to understand.
Report, edit, etc...Posted by illusion(SS) on 2004-12-21 at 20:42:18
ahhh i get it now. so if i put a preplaced cocoon for player 14, and then made one in the game, it will have a cool effect?
Report, edit, etc...Posted by Deathknight on 2004-12-21 at 21:01:14
No. You place the units for the main players(1-12) and use one of the player 14 speed tricks placed after it(map revealer/interceptor/scarab).
Report, edit, etc...Posted by SA_Max71 on 2004-12-21 at 21:44:16
QUOTE(Ðeathknight @ Dec 21 2004, 04:34 PM)
Stop flaming. -Moose
It's just a dot, about 1x3 pixels. Nothing that you see normally in Starcraft.

No, the independant command center does not crash because of a weapon.
[right][snapback]113255[/snapback][/right]

Ok then, if this isn't the reason, why does it crash starcraft???
Report, edit, etc...Posted by Deathknight on 2004-12-21 at 22:00:57
I don't know. But if it was the weapon, it would crash all players even without vision. If it was a weapon, and if no other players exist on the map, why would it still crash?
Report, edit, etc...Posted by SA_Max71 on 2004-12-21 at 22:05:56
QUOTE(Ðeathknight @ Dec 21 2004, 07:00 PM)
I don't know. But if it was the weapon, it would crash all players even without vision. If it was a weapon, and if no other players exist on the map, why would it still crash?
[right][snapback]113337[/snapback][/right]

Why does it say "undefined weapon name" under the unit and hero settings in sc xtra? Or is that a mystery of this universe...
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-21 at 22:17:41
It says that for Independant StarPort too. Independant StarPort won't crash, even if disabled.

independant starport It says undefined weapon name
Report, edit, etc...Posted by Deathknight on 2004-12-21 at 22:21:27
QUOTE(tutorial)
To do the one to partially freeze units, just simply place any ground unit on invalid terrain for player 14. When the game starts, it will say the unit was unplacable and all preplaced units would have been frozen, but will still look like they are moving and can be killed. Killing certain units using this method may crash the game. Fog will run over them like it does in the first method of freezing units.



CODE

+----------------------+
| Partial-Frozen units |
+----------------------+

= = = = = = = = = =
REGULAR UNITS
= = = = = = = = = =
NOTE: ALL UNITS WILL BE COVERED BY PARTIAL-FOG(The grey fog where you can still see it)

•Buildings - Animations play, creep/supply/pylon aura will be there, larva will be created from hatcheries, units can be put in que, upgrades will make building active like normal but progress will not increase.
•Units - Animations play, units move if other units are on top of it like normal units
•Terran Bunker - Can be loaded/unloaded
•Terran Missile Turret - Will stop spinning if it wants to attack, but can't
•Any loadable unit - Still loads/unloads units properly
•Carrier/Reaver - Can build Interceptors/Scarabs
•Powerups - Can be picked up
•Beacons - Flag beacons can not place COP

IMPORTANT NOTE: THE _LAST_ UNIT PLACED(must be pure unit) WILL CRASH IF KILLED.

SPRITE-UNITS DO NOT FREEZE WITH THIS METHOD!

Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-21 at 22:48:50
This is really neat, good job DK kicking.gif This stuff ka.

Will this be added to the tutorials database soon?
Report, edit, etc...Posted by SA_Max71 on 2004-12-21 at 23:08:16
Let me rephrase that... why does a independent command center crash if it is at full health - and a player centers it's view on it?
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-21 at 23:13:47
Probably because it doesn't have all the data for it. It aws taken out of SC, and possibly some of the graphics data was taken out, so ti crashes because it tries to pull up files that don't exist.

That's my guess anyways...
Report, edit, etc...Posted by .Coko[CK] on 2004-12-22 at 09:16:01
Nonsense, it crashes because it cannot perform an action and the clicking on it, reflects it will be the Wireframes.
Report, edit, etc...Posted by Deathknight on 2004-12-22 at 11:57:09
Time to get back on topic...

This one is incomplete.
[attachmentid=3476]
Report, edit, etc...Posted by T.s.u.k.a.s.a on 2004-12-22 at 17:03:22
I did some quick expermienting. Terran Unused Bldg is placed. Not all crashes are prevented. I placed Zerg, Terran, and Protoss markers and the game froze before I the map loaded up. The Starcraft screen wouldn't go away and I had to use Ctrl+Alt+F4.
Report, edit, etc...Posted by Deathknight on 2004-12-22 at 20:12:06
It should not crash if you placed it before a p14 map revealer...

Units owned by player 14 other than a map revealer, an interceptor, or a scarab, will crash the game.
Report, edit, etc...Posted by Deathknight on 2004-12-23 at 21:46:06
NEW DISCOVERY:

The unplacable unit freeze has different effects for different units! Expariment with them!
Report, edit, etc...Posted by Lisk on 2004-12-24 at 06:05:00
w00t invisible buildings!

btw is this only for PC?
Report, edit, etc...Posted by Deathknight on 2004-12-24 at 10:07:38
Yes, this is only for PC.

Ok. Using a trigger, you can load units into invisible bunkers. They will shoot too. The "different units" for the partial freeze only turned out to be 2.

Units with turrets(tank, goliath) - Will give buildings a very small sight range(as if they were blinded)

Regular units(no turret, marine) - Will cover the units with fog.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-24 at 11:37:30
DK: How this is working? You preplace unit for P14 and you give them to Human player? Or you place an Observer for P14 and it's working for every human player?

edit; oh yea, if you need someone for your research, i'm free happy.gif
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