Hello artisans of SC2 mapster. I am SaltyDog and I make melee maps for a high level in-house on the EU servers. I will cut to the chase and explain what I would like done.
I would like a modified SC2 melee data set that simply speeds up everything. Ideally I would like the option for x2 or x1 1/2 speeds. This means that everything moves faster, just like changing the game speed from 'normal' to 'faster' except we are going faster still. Void ray charge, chrono boost, fungal growth cargo load animations, all animations for that matter must be affected. This product needs to a perfectly sped up version of regular melee play. Of course, the terrain design is something I can take care of, I need the data modifications.
In an ideal world, this would be achieved via the modification of the existing game speed option.
I am willing to offer a wage for the completion of this product providing that is is smooth, well polished and perfect. Please PM me or reply to this post if you have the skills necessary to complete the task.
If I understand you correctly, you want the move speed to faster, but everything should be slowed down a tad. I think only touching the move speed would be way easier done, shouldn't be much work then. Could that be useable aswell? The change then would be setting the speed to normal and units would walk at the faster speed. And I hope using triggers is allowed.
I doubt that that's what he meant. He specifically stated that this should be "just like changing the game speed from 'normal' to 'faster'". This implies that the entire game is sped up. I believe the best technical method to accomplish this would be to simply accelerate the game clock further. The problem is that it's probably impossible with the current tools to directly do exactly that. Game speed is set internally depending on one of five native values (c_gameSpeedSlower to c_gameSpeedFaster, with respective integer values being 0 to 4), and we have no direct control over the actual rate of game time as far as I can tell.
Thus, either someone finds a workaround to trick the SC2 engine into going faster, or manually edits every single entry in the entire melee catalog (i.e. all the data available in the data editor when the melee dependency is activated) to make their duration shorter.
I got a ridiculously easy idea, but i'm not sure whether it will affect the animations of things that aren't units (chrono boost, psi storm). If i make it i'll PM it later.
Create one Gigantic map sized Aura that applys a buff to every single thing. The buff can change the time scale of every unit/cooldown/etc . Everything is affected by this thing.
i would suggest the aura have a timer of .04 seconds, And each applied buff lasts for 1 second.
I don't think there's any hope of changing the core speed settings, a map can't override that stuff.
As for Jinxxx123's suggestion, behaviors couldn't work to affect really every aspect of the game : ability preparation/cast/channel/finish times, movers, building/training time, etc. I think your best bet would be to write a program or script reading the core XML files and changing all the fields related to time in one go. I could do it, but writing such a program would probably take about 1-2 days...
I quickly tested, Behaviors can even work for ability casting time, missile movers, etc. This is pretty simple then, just add the behavior to every single unit ( including missiles ) of the game.
I just did a short test with 2x, 3x and 4x game speed. Mostly it works, but there are some unforseen consequences. On high speed, buildings didn't get full hp when built. Another thing I saw was that mutalisks would circle their destination point indefinitely because they couldn't turn fast enough. Probably some other irregularities as well. Only testing will tell.
You don't necessarily need to add the behaviors to everything, if the buff is done properly, you just need one or two buffs that should cover everything on the map.
Although the previous posters are right, you cannot edit the game variants themselves, just chose from the options given. A buff might not be ideal.
I think Bob is right, a speed up behavior doesn't affect the turning rate of units. The best and safest way would be to write a program/script going through all the core XML files and editing all fields related to time ( and animations ) by the desired factor.
Hello artisans of SC2 mapster. I am SaltyDog and I make melee maps for a high level in-house on the EU servers. I will cut to the chase and explain what I would like done.
I would like a modified SC2 melee data set that simply speeds up everything. Ideally I would like the option for x2 or x1 1/2 speeds. This means that everything moves faster, just like changing the game speed from 'normal' to 'faster' except we are going faster still. Void ray charge, chrono boost, fungal growth cargo load animations, all animations for that matter must be affected. This product needs to a perfectly sped up version of regular melee play. Of course, the terrain design is something I can take care of, I need the data modifications.
In an ideal world, this would be achieved via the modification of the existing game speed option.
I am willing to offer a wage for the completion of this product providing that is is smooth, well polished and perfect. Please PM me or reply to this post if you have the skills necessary to complete the task.
If I understand you correctly, you want the move speed to faster, but everything should be slowed down a tad. I think only touching the move speed would be way easier done, shouldn't be much work then. Could that be useable aswell? The change then would be setting the speed to normal and units would walk at the faster speed. And I hope using triggers is allowed.
@Jooon: Go
I doubt that that's what he meant. He specifically stated that this should be "just like changing the game speed from 'normal' to 'faster'". This implies that the entire game is sped up. I believe the best technical method to accomplish this would be to simply accelerate the game clock further. The problem is that it's probably impossible with the current tools to directly do exactly that. Game speed is set internally depending on one of five native values (c_gameSpeedSlower to c_gameSpeedFaster, with respective integer values being 0 to 4), and we have no direct control over the actual rate of game time as far as I can tell.
Thus, either someone finds a workaround to trick the SC2 engine into going faster, or manually edits every single entry in the entire melee catalog (i.e. all the data available in the data editor when the melee dependency is activated) to make their duration shorter.
I got a ridiculously easy idea, but i'm not sure whether it will affect the animations of things that aren't units (chrono boost, psi storm). If i make it i'll PM it later.
well here is a ghetto method of doing it.
Create one Gigantic map sized Aura that applys a buff to every single thing. The buff can change the time scale of every unit/cooldown/etc . Everything is affected by this thing.
i would suggest the aura have a timer of .04 seconds, And each applied buff lasts for 1 second.
I don't think there's any hope of changing the core speed settings, a map can't override that stuff.
As for Jinxxx123's suggestion, behaviors couldn't work to affect really every aspect of the game : ability preparation/cast/channel/finish times, movers, building/training time, etc. I think your best bet would be to write a program or script reading the core XML files and changing all the fields related to time in one go. I could do it, but writing such a program would probably take about 1-2 days...I quickly tested, Behaviors can even work for ability casting time, missile movers, etc. This is pretty simple then, just add the behavior to every single unit ( including missiles ) of the game.
I just did a short test with 2x, 3x and 4x game speed. Mostly it works, but there are some unforseen consequences. On high speed, buildings didn't get full hp when built. Another thing I saw was that mutalisks would circle their destination point indefinitely because they couldn't turn fast enough. Probably some other irregularities as well. Only testing will tell.
Try it if you like. It's pretty hilarious
@StragusMapster: Go
You don't necessarily need to add the behaviors to everything, if the buff is done properly, you just need one or two buffs that should cover everything on the map.
Although the previous posters are right, you cannot edit the game variants themselves, just chose from the options given. A buff might not be ideal.
I think Bob is right, a speed up behavior doesn't affect the turning rate of units. The best and safest way would be to write a program/script going through all the core XML files and editing all fields related to time ( and animations ) by the desired factor.
I could do this with triggers easily, but not data :/