Hallucinated Powerup Glitch

4 in 1!


Category/Ratings:
Severeness factor: 5/5
Race: Protoss

Requirements:
To have a high templar, have hallucination ability, have any type of peon, and a powerup with health(known as X-tra powerups).

Instructions:
To execute this glitch you will need to hallucinate a powerup and grab one of the hallucinations with a worker. Once the hallucination wears off, the worker will still be holding one that was hallucinated. So guess what happens when that worker is destroyed? The game crashes. If the worker is destroyed before hallucination wears off, it won't crash. (Thanks MrrLL for discovery.)

Anyway, there's more to this glitch than it seems. See, because the hallucination wears off, it simply doesn't exist anymore. The reason behind crashing is that it drops its powerup, which doesn't exist anymore, and it tries to drop "nothing". BUT, if NEW units are created, it will drop that new unit(or move it). Now, the new unit that it drops can actually be picked up!!! This is what makes the glitch more sexy.
I'll get over the "move feature" first. You can move nukes out from their silos, and using ghosts to nuke will launch the nuke from its new position. You can move scarabs/interceptors out from their reavers/carriers, until its creator requires it. You can bring map revealers out from the shadows. You can move units out of bunkers and dropships(very weird). You can move addons and still have them connected. You can move Protoss buildings and still have them powered. You can also do many more things...
Now the unit that moves can be picked up, so I'll explain it a little before you look at a list.
See, when you pick up the unit, it will become something else in the peon's hands! This new unit --or overlay, for the technical term-- does not really exist, because it's just an image of the unit(Like a fake, I guess we can call it).
But picking up some units can actually crash your game, so if you're interested, there is a list of the more stable units and a more in-depth explanation in the following table:

As posted on Staredit Network.
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.
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: ULT_GLITCHTEST.scx ( 26.81k )

You can get a replay of me doing the most interesting ones here: ULTIMATEGLITCH_ALL.zip ( 35.83k )



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?


Original topic: http://www.staredit.net/index.php?showtopic=10451.



Anyway, I guess you can say there are four glitches included with this. The first is being able to hallucinate and pick up hallucinated powerups. The second is that it can crash the game. The third is that you can move any unit from anywhere. The fourth is that it can allow you to pick up other units.

Anti-Glitch:
Give powerups invincibility.

Screenshots:
Currently none.