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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[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
[2026-7-10. : 11:00 pm]
Vrael -- :wob:
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