Quick question.
Nov 6 2007, 2:44 pm
By: who  

Nov 6 2007, 2:44 pm who Post #1



How do you effectively slow down air units? I tried moving multiple burrowed zerglings under it constantly, but the movement was the same.

EDIT: Nevermind, I just moved the unit onto itself every .5 seconds.

Post has been edited 1 time(s), last time on Nov 6 2007, 2:53 pm by someone09.



None.

Nov 6 2007, 6:59 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from someone09
How do you effectively slow down air units? I tried moving multiple burrowed zerglings under it constantly, but the movement was the same.

EDIT: Nevermind, I just moved the unit onto itself every .5 seconds.
Doing that cancels current orders.




Nov 6 2007, 7:22 pm Ahli Post #3

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Moving/teleporting them to a location where they cannot moved/teleported to because other air units or lifted buildings block the teleport.
It's the same like stopping ground unit movement.
Just do not do that in every trigger cycle in your case.




Nov 6 2007, 8:28 pm who Post #4



Quote from NudeRaider
Quote from someone09
How do you effectively slow down air units? I tried moving multiple burrowed zerglings under it constantly, but the movement was the same.

EDIT: Nevermind, I just moved the unit onto itself every .5 seconds.
Doing that cancels current orders.

That's the point, because it's a multiplayer map, and the effect is supposed to cripple the opponent(s).
I might try the move trigger as well.



None.

Nov 7 2007, 1:32 am Falkoner Post #5



Any way that slows down air units causes them to lose any orders given to them, sorry, but there's no way for them to keep their orders and be slowed.



None.

Nov 9 2007, 1:51 am FredFredBurger_ Post #6



use hyper trigger and make a location follow the unit. it should slow it down



None.

Nov 9 2007, 1:55 am XGuy Post #7



Quote
use hyper trigger and make a location follow the unit. it should slow it down

No.



None.

Nov 9 2007, 1:58 am FredFredBurger_ Post #8



yes :><:



None.

Nov 9 2007, 2:01 am XGuy Post #9



Maybe you misunderstood the problem. Having a location follow a unit does not slow it down. Key word here: SLOW. Meaning; changing the speed of the unit. I havn't mapped in a really long time but I'm sure on this one trust me.



None.

Nov 9 2007, 2:22 am Falkoner Post #10



I'll back him up :P



None.

Nov 9 2007, 2:24 am NudeRaider Post #11

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from XGuy
Quote from FredFredBurger_
use hyper trigger and make a location follow the unit. it should slow it down

No.
Prolly he means not just moving the location but also moving the unit to the location following the unit.

But someone already said that he was trying this
Quote from someone09
[...]
EDIT: Nevermind, I just moved the unit onto itself every .5 seconds.
but it didn't solve his problems because this method cancels every order given to the unit.




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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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