Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Broodlings that don't die on you.
Broodlings that don't die on you.
Jan 13 2008, 9:52 pm
By: sharf  

Jan 13 2008, 9:52 pm sharf Post #1



Ok I want to spawn broodlings that dont run out of energy.... in the past you just "created" it with triggs and it was fine... now it doesnt work.



None.

Jan 13 2008, 9:53 pm rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

You can't use Create Unit with Properties.

You have to use Create Unit, then apply properties (possibly in a second trigger).



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jan 13 2008, 9:58 pm sharf Post #3



Right... thanks.



None.

Jan 14 2008, 3:32 am Joshgt2 Post #4



I think this could be fixable a lot easier if you would make something like:

Condition:
-Always

Actions:
-Modify energy amount for 'all' 'broodlings' at 'anywhere' owned by 'current player' set energy to '100%'
-preserve trigger



None.

Jan 14 2008, 5:14 am NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Joshgt
I think this could be fixable a lot easier if you would make something like:

Condition:
-Always

Actions:
-Modify energy amount for 'all' 'broodlings' at 'anywhere' owned by 'current player' set energy to '100%'
-preserve trigger
nope. The brood timer has nothing to do with unit energy.




Jan 14 2008, 7:28 am Jack Post #6

>be faceless void >mfw I have no face

Tutorial explains about not using Create with Properties



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jan 14 2008, 11:54 am Ahli Post #7

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

do not modify its energy in the same cycle like you created it.
e.g.:
C:-always
A:-create broodling at location

C:-always
A:-set energy points for all any units to 100%
(I think this trigger action modified it... I also modified shield, hitpoints and hangar, but the modifieing energy makes more sense to create broodlings with activated timer)
-> the broodling will have its timer counting down

edit:
FIND CORRECT SOLUTION IN THE POST BELOW
(its the "modify hitpoints" action)

Post has been edited 1 time(s), last time on Jan 15 2008, 6:44 pm by Ahli.




Jan 14 2008, 11:15 pm Fwop_ Post #8



Did you even test that out? You can't modify the energy on broodlings, it's been said.



None.

Jan 15 2008, 5:26 am rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

Hallucinations are the same FYI, except they are undetectable by bring (and command maybe?) except inside a transport.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jan 15 2008, 4:05 pm Ahli Post #10

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Fwop_
Did you even test that out? You can't modify the energy on broodlings, it's been said.

I already created broodlings with activated timer without using any 'create with properties'.
One of that modify-actions did activate the timer used in the same trigger cycle...


OK, now I tested it.

>> modifying energy had NO effect.

>> modifying healthpoints activates the timer and it does not care when you do it

test the attached map, if you cannot believe me
Quote from Fwop_
Did you even test that out? You can't modify the energy on broodlings, it's been said.





Jan 15 2008, 9:27 pm Twitch Post #11



Quote from rockz
Hallucinations are the same FYI, except they are undetectable by bring (and command maybe?) except inside a transport.
WRONG have you seen the hallication gunner system pvp?
If you had then you would know it invovles the bring command.



None.

Jan 15 2008, 9:53 pm Falkoner Post #12



Lol, it cycles the location through the units, if they cannot be detected in that location after centering it on them, then it has to be a hallucination :P



None.

Jan 17 2008, 1:40 am Fwop_ Post #13



Quote from Ahli
Quote from Fwop_
Did you even test that out? You can't modify the energy on broodlings, it's been said.

I already created broodlings with activated timer without using any 'create with properties'.
One of that modify-actions did activate the timer used in the same trigger cycle...


OK, now I tested it.

>> modifying energy had NO effect.

>> modifying healthpoints activates the timer and it does not care when you do it

test the attached map, if you cannot believe me

What are you trying to prove? I thought the idea was to keep the broodling from dying.



None.

Jan 17 2008, 2:33 am Falkoner Post #14



Yes, so all you have to do is simply make a trigger that Creates the unit! I have no idea why this topic has gone on so long over such a simple thing...



None.

Jan 17 2008, 2:35 am NudeRaider Post #15

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Falkoner
Yes, so all you have to do is simply make a trigger that Creates the unit! I have no idea why this topic has gone on so long over such a simple thing...
Because several people have posted wrong information... as usual.




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