Staredit Network > Forums > Modding Assistance > Topic: [solved] adjust move speed of walking units (using iscript)
[solved] adjust move speed of walking units (using iscript)
Aug 25 2019, 6:39 pm
By: Lagi  

Aug 25 2019, 6:39 pm Lagi Post #1



if unit is flying i can simply adjust speed with:

unit->flingyTopSpeed = 1707;
unit->flingyAcceleration = 107;
unit->flingyTurnSpeed = 40;


but how to change speed if unit using Iscript (modify "walk" parameter)?

Post has been edited 1 time(s), last time on Aug 26 2019, 7:22 am by Lagi.



None.

Aug 25 2019, 7:24 pm MTiger156 Post #2

Veteran Mapper

Allow me to give you a better understanding of Flingy and Iscript.

Virtually all air units use Flingy control. The "top speed", "acceleration", "halt distance", and "turn radius" properties are what give them smooth/realistic flight movement. Most ground units use Iscript, which ignores the 4 properties mentioned earlier.

The stuff in Iscript is more "hardcoded" than Flingy data. As a mapper, messing with Iscript is not an option, so to change movement speed of ground units, I switch their control to Flingy. It is wise to give such units very low Turn Radius and Halt Distance, otherwise they will behave oddly (unless you like them to moonwalk or spin at ridiculous speeds).




Aug 25 2019, 7:36 pm Pr0nogo Post #3



It's much simpler to change the movement speed of units using iscript. Open PyICE, load your iscript.bin, and change the value of the 'move' commands in the unit's walking animation.




Aug 25 2019, 7:36 pm Pr0nogo Post #4



phoneposting in 2019

Post has been edited 1 time(s), last time on Aug 25 2019, 8:29 pm by Pr0nogo.




Aug 25 2019, 7:55 pm MTiger156 Post #5

Veteran Mapper

Ohhh, this was posted in the "Modding Assistance" category, so Pr0nogo is correct on this one. :unsure:




Aug 25 2019, 8:00 pm Lagi Post #6



thanks,

I make a bug: I make morph zergling into infested terran, and now he has upgraded speed with Metabolic boost researched.
thing is I need to change unit speed with upgrade. When upgrade research, unit need to has speed X.

Can i somehow replace Iscprit using GTPT?



None.

Aug 25 2019, 8:29 pm Pr0nogo Post #7



Unit speed through upgrades can be controlled through GPTP, go to apply_upgrade_flags and edit the code there.




Aug 26 2019, 7:03 am Lagi Post #8



thanks it solves my issue

==============

when have mod of morph from zergling into infested terran and scourge. the infested terran and scourge gain speed upgrade with Metabolic boost.

to prevent scourge from gaining speed boost i add in game hook.cpp :

//stop Scourge upgr speed when zergling speed research
if(unit->id == UnitId::scourge &&
scbw::getUpgradeLevel(unit->playerId, UpgradeId::MetabolicBoost) > 0){

unit->flingyTopSpeed = 1707;
unit->flingyAcceleration = 107;
unit->flingyTurnSpeed = 40;

}
//stop Scourge upgr speed when zergling speed research



to prevent infested terran from gaining speed boost i add in apply_upgrade_flags.cpp:

bSpeedUpgrade = UpgradesSc->currentLevel[unit->playerId][ScUpgrade::PneumatizedCarapace];
else
if(unit->id == UnitId::ZergZergling) {
bSpeedUpgrade = UpgradesSc->currentLevel[unit->playerId][ScUpgrade::MetabolicBoost];
bCooldownUpgrade = UpgradesSc->currentLevel[unit->playerId][ScUpgrade::AdrenalGlands];
}
else
if(unit->id == UnitId::Hero_DevouringOne) {
bSpeedUpgrade = 1;
bCooldownUpgrade = 1;
}
else
if(unit->id == UnitId::ZergInfestedTerran) {
bSpeedUpgrade = 1;
}

else
if(unit->id == UnitId::ZergHydralisk)
bSpeedUpgrade = UpgradesSc->currentLevel[unit->playerId][ScUpgrade::MuscularAugments];
else
if(unit->id == Uni


this make infested terran be constant speed upgraded (then i decrease walk time in Iscript from 6 to 4), cause setting bSpeedUpgrade = 0; value didnt prevent speed increase.

Post has been edited 1 time(s), last time on Aug 26 2019, 7:21 am by Lagi.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[09:53 am]
NimoStar -- ban the bot :))
[06:53 am]
TECHLANDBD -- Air Fryer Price in Bangladesh 2026 | Techland BD
[05:17 am]
Oh_Man -- Like it doesnt even bother to build a comsat unless it sees a lurker or dt, etc
[05:15 am]
Oh_Man -- Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
[05:14 am]
Oh_Man -- It's EMULATING the behaviour of a control group select and move without having the actual functionality to do that
[05:13 am]
Oh_Man -- Vrael
Vrael shouted: yeah but it looks like pluto's eAPM is still 6000 based on issuing all those orders
k the APM is inflated because it issues 12 identical orders individually. Its not 12 unique orders
[03:02 am]
Vrael -- which does reduce down to the same tradeoff I mentioned below, aka trading APM for time, but still interesting
[03:01 am]
Vrael -- and while the reaver was reloading it used that time to aggregate enough marine/tank to fend it off
[03:01 am]
Vrael -- like its micro vs one of the in-base reaver drops was pretty insane, basically it made the reaver spend 1 scarab per unit instead of 1 scarab for many workers/units
[02:58 am]
Vrael -- all the stuff I've said below is based on the actual gameplay vs some strong human performers, seems like the bot just has unfair advantages, but its also doing some cool stuff
Please log in to shout.


Members Online: Oh_Man