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Loser
06-04-2008, 2:43 PM
Does anyone know where I can get an exact list of how fast each unit moves? My friend and I are making a map kind of like Tarpit Defence, and we're organizing the levels by unit speed. But beyond the slowest and fastest units, I can't tell what order they should go in. Anyone have any ideas?

SilverCrusader
06-04-2008, 2:47 PM
Datedit (http://www.stormcoast-fortress.net/downloads/DatEdit15/?PHPSESSID=54aa95a766343a5dc4787fd678cb602f). Just because it is a mod tool doesn't mean it doesn't come in handy for a mapper :D

EDIT: Meh, I can't find them in datedit or with google. I guess a modder will have to help.

Twitch6000
06-04-2008, 9:22 PM
Datedit (http://www.stormcoast-fortress.net/downloads/DatEdit15/?PHPSESSID=54aa95a766343a5dc4787fd678cb602f). Just because it is a mod tool doesn't mean it doesn't come in handy for a mapper :D

EDIT: Meh, I can't find them in datedit or with google. I guess a modder will have to help.
Can't find the speeds in datedit?If so that is easy.You go to the flingy tab,then look at the top speed,and there you go =].

Durandal
06-04-2008, 9:56 PM
SilverCrusader just dismissed that idea in his above post; most of the unit entries rely on Iscript.bin for their movement speeds, rather than flingy.dat.

Twitch6000
06-04-2008, 10:20 PM
SilverCrusader just dismissed that idea in his above post; most of the unit entries rely on Iscript.bin for their movement speeds, rather than flingy.dat.
True but the flingy.dat does tell you the top speed and with that you can still get what you want.Although it would be better to use the iscript.bin files.

Durandal
06-04-2008, 11:52 PM
True but the flingy.dat does tell you the top speed and with that you can still get what you want. No it doesn't. Go boot up DatEdit and look at any iscript controlled unit, like the marine. You also can't infer the unit speed from the iscript, as far as I can tell.

Loser
06-05-2008, 11:38 AM
Wow, this is more complicated than I thought =/. I suppose I might be able to make a test map where I have units race eachother or something like that if there's no source that I could look it up from =/.

SilverCrusader
06-05-2008, 11:58 AM
Wow, this is more complicated than I thought =/. I suppose I might be able to make a test map where I have units race eachother or something like that if there's no source that I could look it up from =/.
Don't forget some units have variable unit speeds.
Marine, Firebat, Vulture, Ultralisk, Zergling, Hydralisk, Zealot, Scout, and the Shuttle.
I can tell you right now that a marine and firebat, when stimmed, move twice as fast as they usually do (I think, I know stimming a marine will cut their attack speed by half). And that their stimmed speed is the same as a zealot with leg enhancements.
The three fastest units in the game are the Interceptor followed by a tie between the scourge and corsair (they have the same movement speed) I believe, the upgraded vulture is probably in the mix as well. But I know interceptors are the fastest unit :D.

Twitch6000
06-05-2008, 12:02 PM
No it doesn't. Go boot up DatEdit and look at any iscript controlled unit, like the marine. You also can't infer the unit speed from the iscript, as far as I can tell.
Lol you are half way right because some units are run by the flingy.dat others by the iscript.bin for speed.
Hummm I have a feeling someone like farty or DoA made a program or cheat sheet for this.I'll ask farty next time I go see him in Clan Orig.

BlademasterSlsh
06-05-2008, 1:17 PM
On a related note, is there a way to make interceptors move on their own, without a carrier (as in spawn them and tell them to move someplace?)

SilverCrusader
06-05-2008, 1:23 PM
On a related note, is there a way to make interceptors move on their own, without a carrier (as in spawn them and tell them to move someplace?)
Yes there is, it is one of the more advanced of mapping techniques.

BlademasterSlsh
06-05-2008, 2:15 PM
Enlighten me. What needs to be done.

NoobOfLore
06-05-2008, 2:26 PM
Blademaster, It is a little roundabout, but if you make a carrier attack something, and while the interceptors are deployed, use a trigger to transport ONLY the carrier, and the interceptors will go directly back to the carrier. If you can make that useful in a UMS map, Kudos to you.
You can also get a similar effect using Arbiter's recall ability.

Twitch6000
06-05-2008, 2:31 PM
Blademaster, It is a little roundabout, but if you make a carrier attack something, and while the interceptors are deployed, use a trigger to transport ONLY the carrier, and the interceptors will go directly back to the carrier. If you can make that useful in a UMS map, Kudos to you.
You can also get a similar effect using Arbiter's recall ability.
Incorrect-
Well partly,what you do is yes get the carrier to attack something but then,you move the interceptor and use the genric ai or junkyard dog ai.

Durandal
06-05-2008, 3:21 PM
Lol you are half way right because some units are run by the flingy.dat others by the iscript.bin for speed.

I told you to look at any iscript controlled unit. Reading comprehension ftw.

KillerKow
06-08-2008, 9:09 PM
You also can't infer the unit speed from the iscript, as far as I can tell.

I'm sure somewhere someone's figured out exactly how far 'move 1' goes. If you can find that, it wouldn't be too hard.

SilverCrusader
06-09-2008, 12:30 AM
Actually most things in SC are based on frames. Fastest game speed is like 48 fps I believe.
So I'm guessing movement is related to that somehow, man we're gonna have to ask DoA for this one.

Aqo
06-09-2008, 4:51 AM
I'm sure somewhere someone's figured out exactly how far 'move 1' goes. If you can find that, it wouldn't be too hard.
1 pixel, but you need to know trigonometry.

actually Most Things In Sc Are Based On Frames.
No. All of them. But you need to know physics and math. SC uses Newton physics to calculate movement through the flingy data.

Fastest Game Speed Is Like 48 Fps I Believe.
12 Fps.

SilverCrusader
06-09-2008, 10:48 AM
No. All of them. But you need to know physics and math. SC uses Newton physics to calculate movement through the flingy data.
Looks like I learned something today :)

12 Fps.
Really? Wow.

BlademasterSlsh
06-09-2008, 10:50 AM
12 FPS... that explains why everything else feels too slow.

NoobOfLore
06-11-2008, 3:09 PM
Twitch...Have you TRIED my method? Because I'm pretty sure you can't assign individual AI to interceptors. I guess I'll see if your strategy works...