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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.
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? |