Staredit Network > Forums > SC2 Assistance > Topic: Removing build time through triggers?
Removing build time through triggers?
Oct 2 2010, 12:30 am
By: Dalarsco  

Oct 2 2010, 12:30 am Dalarsco Post #1



I'm working on a tactical testing map, and I want an option to turn build times on and off depending on what scenarios the players feel like testing. I tried the "Allow Cheat - Fast Build" action and it appeared to have no effect. Anyone have any ideas?



None.

Oct 4 2010, 5:59 pm Roy Post #2

An artist's depiction of an Extended Unit Death

Events
    Timer - Every 0.05 seconds of Game Time
Local Variables
Conditions
Actions
   Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching Required: Structure, with at most Any Amount) and do (Actions)
       Actions
           General - If (Conditions) then do (Actions) else do (Actions)
               If
                   (Progress of (Picked unit) slot 1) < 99.0
               Then
                   Unit - Set progress of (Picked unit) slot 1 to 99%
               Else


This will be near-instant construction for all units (I'm not sure if it affects structure build times). Just disable this trigger when you don't want it to happen, and enable it when you want it to happen.

Setting to 100% progress in theory would be instant construction, but in testing, it just removes the unit from the queue and does not create one. Alternatively to this, you could get the unit type of the unit in the queue, create that unit at the position of the building, and then remove the unit from the building's queue. It would be a tad bit faster than the method presented above, but it's much more artificial.

P.S.: Allowing a cheat is different than activating the cheat. You have to type out the cheat in-game for it to execute.




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[10:09 am]
NimoStar -- It can by playing the same map thousands of times. It is similar to AI speedrunning games
[02:30 am]
Symmetry -- I dreamed about that as a kid. The idea of a computer capable of analyzing a starcraft map and calculating the fastest possible way to hit the victory condition
[02:29 am]
Symmetry -- But can AI beat my custom maps?
[12:32 pm]
Oh_Man -- yea APM vs eAPM
[2026-9-22. : 8:48 am]
NimoStar -- plus most of the human APM is just spam clicking APM inflation
[2026-9-22. : 8:47 am]
NimoStar -- the thing with the "*12" thing is completely misleading. The AI isn't using two control groups, it can use each of those actions to command a single unit individually and issue different commands to each single unit.
[2026-9-22. : 8:06 am]
NudeRaider -- NudeRaider
NudeRaider shouted: Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
*Pluto's wraiths
[2026-9-22. : 8:05 am]
NudeRaider -- Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
[2026-9-22. : 2:18 am]
Oh_Man -- Close enuf
[2026-9-21. : 4:14 pm]
Vrael -- perhaps there is a small professional player trapped in a box in the server rack where pluto is running? hmm?
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