| 10-11-2002, 01:30 AM | #31 |
triknight, which unit are you using? Maybe it has to do with unit classification/size or something. Also -- make sure you are using a trigger to tell you actual speed in game. The unit editor DOES let you set it to 1000, but in game it's really only 400. If you could post your map that'd be nice. |
| 10-13-2002, 06:37 AM | #32 |
Guest | False Alarm... I didnt read the rest of the posts. Ya your right DA. Sorry people. |
| 10-15-2002, 01:34 AM | #33 |
One thing that I found working (similar to this issue) was increasing atk speed with Gloves of Haste. I stacked about 30 of these item abilities onto a hero and yes, it does work (although I have no idea if it works for new patch). So, maybe stacking 30 boots of speed (again, item ability), or anything that stacks will work. |
| 10-15-2002, 07:13 PM | #34 |
Guest | Since changing the UnitMetaData.slk speed cap over 1000 (it is at 1000 by default) doesn't seem to work, I tried telling it not to apply the limit to units or heroes. That didn't help either. So I am thinking, it uses an integer (int), so maybe warcraft has a limit at 400 for integers? I dunno why, it wouldn't make any sense to be at 400, but maybe. So you can try changing it to real or unreal (WTF, never heard of unreal before). BUT WAIT, THERES MORE! Well, I notice that HP is an int and its max is WAY above 400, so scratch this. |
| 10-15-2002, 07:17 PM | #35 |
unreal is a wierd type its basically a real number that is above 0.01, this is used mainly on like cooldown where if it happened to below .01 then the game would crash. |
| 10-26-2002, 05:59 AM | #36 |
Guest | Perhaps we need to face the facts now... Speed past 400 just isn't possible... Perhaps in a future patch... |
| 11-13-2002, 07:06 AM | #37 |
when it comes to a particularly complex code like JASS, anything is possible. There is no such thing as a perfect being, and there is no such thing as a perfect program... there IS a way around this, and although the solution has not yet be found, its discovery is a guarantee. |
| 11-14-2002, 09:52 AM | #38 |
Misread the question... |
| 11-15-2002, 12:50 AM | #39 |
Guest | It's possible with triggers :) Just make a unit play its run animation and slide it across the map without violating collision. |
| 11-15-2002, 09:14 PM | #40 |
I was thinking.... since v1.04 came out we can edit spells right? And since auras do raise a units speed over 400, couldn't we just make it so that the aura raises the units speed by like 1000% and we'd have 4000 speed units! I'm too lazy to check though so one of you guys can do it for us. |
| 11-16-2002, 04:08 AM | #41 | |
Guest | Quote:
:nono: :nono: :nono: I just gave endurance aura a boost of 400, then 800, then 1200%. Max speed still will NOT change at all! |
| 11-21-2002, 04:20 PM | #42 |
Guest | RAGH! |
| 11-22-2002, 02:41 AM | #43 |
How about after a unit reaches the cap of 400, turn on a trigger specific to that unit that will activate each time it is issued an order. The action will be to move the unit with an offset towards it's desired direction, but with a small distance so that it doesn't look choppy. For every increase after that, just force the trigger to run multiple times as desired. I haven't tested that out, but it might work. |
| 11-22-2002, 10:57 AM | #44 |
Guest | how do u edit spells in 1.04? |
| 11-24-2002, 02:17 AM | #45 |
ogz: Get UnitMetaData.slk from the mpq, edit, and import into your map. I remember reading somewhere that endurance aura + unholy aura did stack, why not edit the file to make like 6 different auras? maybe that'd do it... |
