Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: More then 1 SCV constructing on same building
More then 1 SCV constructing on same building
May 11 2010, 11:07 pm
By: MANight  

May 11 2010, 11:07 pm MANight Post #1



Its been awhile since iv been on. But i have some more goodies to contribute to the community.
Anyways, to the point: Iv found a way to make more then 1 SCV construct the same building. Il post a link to a video and a map to show triggers. enjoy, discuss, comment.

http://www.xfire.com/video/f1bac/
http://www.xfire.com/video/f1ba8/
also the same trigger does diffrent effects to other units as well
http://www.xfire.com/video/c8c01/

Attachments:
Operation Cwal Legit.scm
Hits: 8 Size: 39.32kb



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May 11 2010, 11:21 pm Jesusfreak Post #2



Lol. The video would have been more convincing if you hadn't have had Oblivion on :bleh:.

But seriously, can you just post the triggers so we don't have to download the map?



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May 11 2010, 11:57 pm MANight Post #3



surely,
basically its just moving the SCVs/units to an unmoveable location...
Condition: Always
Action: Move all SCV at location X to location unmovable terrain. (X63)
Action Preserve

use hypers for max effect, although massing triggers can cause lag.

i found this like 7 mounths ago or something... i have no use for it though so whats the point of keeping it to myself



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May 12 2010, 1:45 am Jesusfreak Post #4



Doesn't moving a unit to a location it can't be moved to simply make it stop? I think this trigger would just prevent the scv from moving...

Can someone else test this please?



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May 13 2010, 2:00 am MANight Post #5



it does prevent it from moving, but it also acts as a glitch in a sort of way.
if youv ever played can you do 25 tricks one of the tricks is to make a probe mine from a distance... same concept.
if you dont think the vid and map is proof enough we can take this up on battlenet if youd like =) MA[Night]@east



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May 13 2010, 2:15 am Apos Post #6

I order you to forgive yourself!

Tested and approved, it does work. All you need to do is click once for each scv until the order was sent to all of them. It builds so fast! (Looks like someone could use it to make a sort of hidden cheat for a map (Hide an scv in a corner).

Edit: It seems like if the scv is not able to find a path to go to the building, the trick won't work.
Edit2: It seems like if the building is to far, the scv won't build.
Edit3: It seems like the scvs will only build if the building was started by an other glitched scv. (Distance doesn't matter.)
Edit4: After the building was started by one of those frozen scvs, a regular scv (Not frozen can build normally even though others (Frozen ones) are already building it.)

To make the scv allow other scvs (frozen) to build to the building, you need to make a trigger move that scv to the non walkable location at any time after the building was started (Makes it freeze but not permanently and it's not noticeable.).

Post has been edited 5 time(s), last time on May 13 2010, 2:51 am by apos.




May 13 2010, 2:40 am MANight Post #7



should probly put directions XD.
first: build with un-triggerd SCV
second: cancle the SCV building it
third: Select scvs that are triggerd
fourth: click the building untill all scvs are building it
fifth: wait till building is done.

it works on any build-able location on the map, regardless of being able to get to the location or not.

also feal free to experiment with other units too. i only touched it alittle.

Post has been edited 1 time(s), last time on May 13 2010, 2:53 am by MANight.



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May 13 2010, 2:59 am FlashBeer Post #8



The workers can also gathering minerals from anywhere on the map, but only one worker per mineral patch. They can return cargo to anywhere on the map, but they need to be commanded to return to a specific CC if there is no path to it. However, they can automatically return cargo to CCs there is a path to.
They can also move slightly (and can stack) by constantly telling them to gather resources.

Telling Drones to build something nearby, will cause them to warp to center of where you want them to build, then start creating the building. They will also jump over very close-by land, separated by unwalkable, as long as there is a path to get there. Drones will do a warp without making a building, if they attempt to make a building, but are blocked from doing so (i.e. moving larva)
Might be cool for cat-n-mouse type game, burrow to enter 'jump' mode, then build hatches to jump gaps.

These frozen units can also enter into nydus canals from anywhere on the map! Teleportation anyone?
The zerg units don't shift around if you manage to stack them (i.e. burrow)

Post has been edited 3 time(s), last time on May 13 2010, 3:20 am by FlashBeer.



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May 13 2010, 9:23 pm MANight Post #9



also another thing for teleportation, if you mine a geyser your worker will be teleported to the geyser as long as there is an assimulator, refinary, or extractor.
as protoss you can build a building and have the probe ontop of it.
if you block air and use the trigger for inteceptors you can make them freeze inplace pretty much.



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May 15 2010, 11:40 pm Jesusfreak Post #10



Hehe, this is awesome! Tell me if you find anything else weird you can do with this concept... :)



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[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 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
[2026-6-21. : 4:26 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?
[2026-6-21. : 4:25 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
[2026-6-20. : 6:15 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.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
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