Unit ID
Oct 13 2010, 4:06 am
By: stickynote  

Oct 13 2010, 4:06 am stickynote Post #1



I've messed around with changing the unit ID to values greater than 227, and so far have only found a few effects. Hopefully I will find more. Many pages back, some guy posted a map that did this and created an arbiter cloaking field. In order to do this, click on a unit (doesn't matter what unit) and go to its properties. Find the box on the right for unit ID. If it's a marine, it should say 0, or 1 if it's a ghost. Change that to a value greater than 227 and stuff happens. Most of the time, either nothing happens or starcraft crashes, so don't get disappointed. If you find anything, please post it in this topic.
I have tested the values from 228-240, 1000-1046, and 1600-1651.
Results (for values that did something other than crash or nothing):




None.

Oct 13 2010, 5:19 am FoxWolf1 Post #2



SEN used to have a big 'ol list of these things a long time ago (see here), but it got out of date from later patches and was ultimately forgotten. It'd be neat if ways could be found to get some of the funkier effects to work, albeit from different unit IDs, in the current Starcraft version.



None.

Oct 13 2010, 1:14 pm poison_us Post #3

Master has given Dobby a doctorate! Dobby is free!

Because this is probably the final patch of Starcraft ever coming out, I might work on this some with you when I'm bored. Now, for the "blows up as soon as game starts", does that mean it dies, or it has like a building/nuke's explosion?

Also, for the unselectable units that give vision, if the player has all vision removed via AI script, does he or she still see the unit?





Oct 13 2010, 1:50 pm stickynote Post #4



Blows up meaning death. I have no idea about the vision thing. Can't test right at this moment.



None.

Oct 13 2010, 2:37 pm poison_us Post #5

Master has given Dobby a doctorate! Dobby is free!

Yeah, I can't either until I locate my copy of SC and reinstall. Currently it's in one of three locations each at least 45 minutes apart, and I have no idea where within two of those locations it would be. Hopefully, when I get time later today, I'll search the boxes right behind me and be able to test that for myself.




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[04:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[04:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[04:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[06:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[03:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[03:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
[2026-6-19. : 9:57 am]
Oh_Man -- artosis dropped pretty interesting vid: https://youtu.be/EqZHB8Blra4
[2026-6-18. : 5:01 pm]
Ultraviolet -- :wob:
[2026-6-17. : 6:15 am]
RexyRex -- :wob:
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