View Full Version : how to make faster units using datedit?
Andoooo
01-11-2007, 11:52 AM
how to make faster moving units using datedit? WITHOUT making the game crash...
TheNomad
01-11-2007, 2:22 PM
I wanted to write a complete tutorial about this, but I kept postponing... Since you asked about it, I figured I could write it now. You can find it here (http://www.maplantis.org/index.php?pg=wiki;id=29).
Enjoy!
andman3000
01-11-2007, 9:05 PM
Its also in the ICE/ICECC FAQ.
O ya I forgot that you need it in DatEdit but if you know how to script anyway.
MaxedOutBC
01-11-2007, 11:39 PM
THAT IS SO EASY, I'D RATHER TELL YOU IT NOW!!!! I looked a the tut provided by TheNomad, too, and that is useful too.
It depends what you want to change. For example, vultures and air units are easy because no iscripting needed. marines and several other ground units, a lttle harder.
In datedit, go to FLINGY. Scoll down to vulture and look at its speeds. It's self-explanatory from there, but for basic changes just add a 0 at the end of "Top Speed, Halt Distance, and Acceleration." Hurray the vulture moves 10 times as fast now.
For marine and other units, notice that it says that it uses iscript.bin. Therefore, Datedit can do nothing to help you, unfortuantely. But if you have ICE/IceXP/IceCC, then you can change the units that the units move forward in the "walking" animations.
TheNomad
01-12-2007, 5:34 AM
Well, I wanted to keep the tutorial simple as I assume it isn't too hard to port the IScript movement to the flingy controls and vice-versa... although some units (the ones with speed upgrades) might not work as good (read "might not have the upgrades applied to them").
Although further testing is needed. There is, however, a significant difference between IScript and Flingy movement.
vBulletin® v3.7.2, Copyright ©2000-2008, Jelsoft Enterprises Ltd.