Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED} Creating Larva For Player And Confining It
[SOLVED} Creating Larva For Player And Confining It
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Jun 3 2012, 9:21 am
By: wenzer  

Jun 3 2012, 9:21 am wenzer Post #1



Ok. First off, I tried to make triggers with:
Trigger
Players
  • All Players
  • Conditions
  • ALWAYS
  • Actions
  • CREATE 1 ZERG LARVA FOR CURRENT PLAYER AT LOCATION "ONE"


  • This does absolutely nothing! So, then I created a Zerg Hatchery (at TMP) for a Player at a different location, move the newly created Zerg Larva to needed location (DEST). Wait for 1sec, then killed the Hatchery at TMP. Basically repeat the process to get a hole bunch of Zerg Larva at DEST.
    But the problem is, they start running all over the place! If I try to enclose them in a box using a differet TERRAN (you know, like the Black Tile Set), they just hit one side of the wall and die!

    Now, the same process, if I repeat it for a computer player, then I can use the script 'SET GENERIC COMMAND TARGET AT LOCATION..." and then use "PARTROL UNITS HERE AT LOCATION...". And the newly created Zerg Larva for the computer player stay in one place! If I give them to a Human Player, they all die or start running all over the place again!

    So, is there any way to stop them from moving around? Or any way to run AI Scripts on Human Players?

    Thanks again!



    None.

    Jun 3 2012, 9:49 am Jack Post #2

    >be faceless void >mfw I have no face

    They shouldn't be dying as far as I know, try use some different terrain other than null tiles.

    Does ordering them to move to a location work? I haven't worked much with larva but I vaguely recall them being annoying to work with.



    Red classic.

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

    Jun 3 2012, 11:29 am NudeRaider Post #3

    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

    I've also forgotten how it works exactly but you can take a look at D.O.T.X. 1.7.1 where I'm using Larvae in a item selection system.




    Jun 3 2012, 3:24 pm wenzer Post #4



    Hi guys. Anyways, I tried using the usual triggers (PATROL TO LOCATION, etc) but they dont effect the Zerg Larva. The problem is, AI Triggers don't work for human players. It works when I create the Zerg Larva for computer players, but not for Human Players. One more thing, even if I use other tile sets, if they are not enclosed, they don't die and evtually wonder off. If I enclose them, then as soon as they hit a wall (AI calculates a way out, I think), they die.

    Anyways, I cant download your map. It is just leading me to a blank page with number 185. Please update the link, and I will try to check that out.

    Thanks again.



    None.

    Jun 3 2012, 3:33 pm 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

    It's a direct download link. A popup should open which prompts you to save the file. Try left clicking it instead of middle mouse.
    Otherwise searching the DLDB for "D.O.T.X." gives you http://www.staredit.net/files/185/ where you can also find a download button.

    When you want to apply AIs to Larvae you have to create them for a computer, apply the AI and then give them to the destination player. Not sure if you maybe have to give the hatchery instead.




    Jun 3 2012, 4:35 pm Roy Post #6

    An artist's depiction of an Extended Unit Death

    Creating Larvae, Eggs, Scarabs, Interceptors, Cocoons, Nukes, etc. (units you cannot create in staredit.exe) will never work. It's just a limitation of SC. You can preplace these units beforehand (though scarabs and interceptors will be removed immediately when the game starts), so if you can preplace the Larvae first, that may prove to be a good solution.

    When you move a Larva away from its Hatchery, it will automatically start moving back towards the Hatchery (and won't die if it touches non-creep). If the Larva doesn't belong to a Hatchery (i.e., the Larva was preplaced or its Hatchery died), it will meander about (and die if it touches non-creep). I believe Larvae are designed to die when both of these conditions are met:

    1) They do not belong to a building (or their building has died) AND
    2) They are no longer on creep

    Is there a reason you need to kill the Hatchery? Why not have a bunch of stacked Hatcheries at TMP that continually create Larvae?

    Quote from wenzer
    So, is there any way to stop them from moving around? Or any way to run AI Scripts on Human Players?
    You could constantly use the "Move" trigger on them to stop them from moving around.

    Only a few AI Scripts work for human players (such as Enter Bunker, Turn On/Off Vision, Enter Transport). The "Make These Units Patrol" script is not one of them.

    Post has been edited 2 time(s), last time on Jun 3 2012, 6:45 pm by Roy. Reason: Emphasis




    Jun 3 2012, 5:09 pm Sacrieur Post #7

    Still Napping

    Larva should remain alive if their hatchery is destroyed.



    None.

    Jun 3 2012, 6:11 pm Tempz Post #8



    Tl;DR I've tried a lot but still failed.
    Collapse Box

    What i can tell is it is possible since i saw it used in a horror survival map in which a long line of larva come at you; how he came up with it i do not know.

    Post has been edited 1 time(s), last time on Jun 3 2012, 6:18 pm by Tempz.



    None.

    Jun 3 2012, 6:44 pm Roy Post #9

    An artist's depiction of an Extended Unit Death

    Quote from Sacrieur
    Larva should remain alive if their hatchery is destroyed.
    Like I said, only if they're on creep. I should have put more emphasis on "both" when I gave those specifications, because it seems like you skipped over it.

    Quote from Tempz
    1)They require creep; To which player's creep it is doesn't matter
    Only if they don't belong to a building. Refer to my previous post:

    Quote from Roy
    I believe Larvae are designed to die when both of these conditions are met:

    1) They do not belong to a building (or their building has died) AND
    2) They are no longer on creep

    Quote from Tempz
    What i can tell is it is possible since i saw it used in a horror survival map in which a long line of larva come at you; how he came up with it i do not know.
    That's using the AI scripts "Set Generic Command Target" and "Make These Units Patrol." It was already mentioned that these will be human-owned larvae, so that technique will not work.




    Jun 4 2012, 6:15 am wenzer Post #10



    Quote from Roy
    Is there a reason you need to kill the Hatchery? Why not have a bunch of stacked Hatcheries at TMP that continually create Larvae?

    The problem is, I completed a "5Human vs 3 Computer" Map, to avoid the "CANNOT CREATE MORE UNITS" problem, to overcome this I decided to make the build time of all units really fast. This would avoid having unwanted buildings (have only one Gateway, instead of 10!). Now, the problem is, the Zerg race have a very big drawback, since they have to wait for Larvas to be generated. ANd they have a really big disadvantage.

    SO, I though i could do the Create Hatchery, Kill Hatchery cycle, and just move the Larva to the Players Zerg Base. That way he can also build fast units. If I keep the hatcheries, unit maximum will still be reached.

    And by the way, I know that after SC 1.3.5 or something, it was not possible to alter memeory locations. Prior to this, I mean, we had much more flexibility! But there was a chance of people injecting viruses. Right??



    None.

    Jun 4 2012, 9:59 am Jack Post #11

    >be faceless void >mfw I have no face

    Quote
    And by the way, I know that after SC 1.3.5 or
    something, it was not possible to alter memeory
    locations. Prior to this, I mean, we had much more
    flexibility! But there was a chance of people
    injecting viruses. Right??
    Yes, EUD actions were disabled after a patch, a they can be use to infect computers with malware. Farty1billion here made an EUD action mod which reenables EUD actions, however. It should be in the DLDB.



    Red classic.

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

    Jun 5 2012, 9:33 am wenzer Post #12



    What is DLDB? Is that a private Battle.net server? And where can I get a hold of this patch?



    None.

    Jun 5 2012, 10:11 am Jack Post #13

    >be faceless void >mfw I have no face

    The DLDB is the Download Database on SEN, you can find it here: http://www.staredit.net/?p=database
    And here's the EUD action enabler http://www.staredit.net/files/2375/



    Red classic.

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

    Jun 6 2012, 7:40 am wenzer Post #14



    Ok, thanks for the all the feedback guys! At the end, I decided to just stack like 5 Hatcherys togethor and that did it. I tried to work with the larva directly (by moving them, killing the main hatchery, etc), but they would end up running all over the place. But there is something interesting that i found out:

    When I moved the Larva to a certain location, they would end up moving in a straight line. Hence, I would kill the larva if they reach the end of the line, and append new ones to the beginning of the line! And another thing is, if I move a larva more than once, the second move kills them!

    Close this thread guys. Thanks a lot.



    None.

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