Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Larvae Movement [solved]
Larvae Movement [solved]
Feb 19 2008, 8:40 am
By: NudeRaider  

Feb 19 2008, 8:40 am NudeRaider Post #1

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

Hi guys,

I got a quick question:

When you teleport and give larvae produced by a hatchery they always try to go back in a straight line even if the terrain blocks them. Can I do something to larvae (or the hatchery) to make them "junkyard dog" like preplaced ones (or at least stand still)?

I need the hatchery intact to produce more and the larvae must be able to morph into a unit.

Post has been edited 1 time(s), last time on Feb 19 2008, 5:36 pm by NudeRaider.




Feb 19 2008, 9:34 am y10k Post #2



Create a location (loc3) outside of map (in scmd: increase mapsize, put location, decrease mapsize)

P1 brings at least 1 larva to 'loc1' (source)

Locate loc1 on hatchery owned by currentplayer
move all larvas at loc1 to loc2 (destination)
move hatchery at loc1 to loc3 for current player
move ... at loc3 to loc1 for CP.

If you want more hatcheries just make individual location and trigger for each one.



None.

Feb 19 2008, 9:44 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

ouch... I got 20 stacked hatcheries and they should stay stacked because I'm low on space and low on locations.

But couldn't I give the hatchery (after moving outside and back) to another player?
That would require ofc, that sc does not actually execute the movement outside. Is that the case?

Another problem is, that I got space problems on my map which means I will maybe have to increase the map size to 256x256 in the future. So is there another way? What about increasing the map size to over 256x256 (and place the location outside and set it back to 256x256) - will it still work without crashing?




Feb 19 2008, 10:13 am y10k Post #4



Map crash when its size is bigger than 256. The locations' position may be higher than it, up to 65536 (if bigger, it will reset at there).

The larvas try to return to their hatcheries no matter of its owner. Giving it to somebody else will not solve it.
Only if you remove / place outside of map.

if you want to make more larvas than a hatchery can product, place a hatchery at the position, move its larva to destination and then remove the hatchery. This method has its own drawbacks too, like you cant hotkey hatcheries or i dont know...
note: you can control the larva product how frequently you place he hatchery.
note2: The hatchery will spawn a larva immediately, when it is placed.



None.

Feb 19 2008, 11:41 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

Yeah, that last idea sounds good.
I could do the following:
Preplace 10 larvae at loc 1

C: at most 9 larvae at loc 1 (because one of them has been teleported to destination)
A: Create 1 hatchery at loc 2
A: Remove 1 hatchery at loc 2
A: Move 1 larva at loc 2 to loc 1
A: Preserve

Result: Always 10 larvae at my Larva pool at loc 1 and all larvae will junkyarddog
Is this correct?
What about creep? Will I need creep everywhere I teleport the larvae to? Will preplaced creep (terrain tiles) do?




Feb 19 2008, 12:35 pm Falkoner Post #6



The Patrol to Here AI or whatever it is makes them go where you want, just set the generic command target where they need to move.



None.

Feb 19 2008, 12:44 pm y10k Post #7



I would do

C: at most 9 larvae at loc 1 (because one of them has been teleported to destination)
C: CP has at most 0 death of DC
A: Create 1 hatchery at loc 2
A: Remove 1 hatchery at loc 2
A: Move 1 larva at loc 2 to loc 1
A: Preserve
A: set death of DC to 'x' for CP

C:CP has at least 1 death of DC
A:-1 DC
A:preserve

x : any value you select, will define larva respawning speed. High value: slow respawn, low one: fast respawn.

But i dont know how you want to use those larvas. With your method if you morph 8 of them they immediately respawn till 10.



None.

Feb 19 2008, 12:52 pm y10k Post #8



You cant order the larvas to move or patrol to somewhere!



None.

Feb 19 2008, 12:58 pm who Post #9



but what about the AI scripts, shouldn't those work? (I'm too lazy to test)



None.

Feb 19 2008, 1:07 pm y10k Post #10



Neither Order trigger nor Make these units patrol ai script work for them.



None.

Feb 19 2008, 5:16 pm NudeRaider Post #11

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 need the larvae for item activation. Whenever you buy an item you get 1 larve from the pool to your item location.
When you morph it to a unit the item is activated.
So I just want to ensure there are always enough larvae in the pool to move them.
That means my initial statement I would need the hatcheries intact isn't really true. I thought I need them for constant larva creation but I just didn't think about creating and removing.

But what about the creep? Won't the "homeless" larvae die without creep? And will preplaced creep prevent that?
EDIT: Nvm I tested it. Preplaced creep works perfectly.

Problem solved. Thanks guys. Topic can be closed.

Post has been edited 1 time(s), last time on Feb 19 2008, 5:35 pm by NudeRaider.




Feb 19 2008, 5:56 pm Falkoner Post #12



The Patrol to Location AI will order them to the correct spot, and they can walk off of creep too, you just have to move them away from the hatchery first, if that doesn't work, sorry, I but know that there's a way to order them using that, it's just more difficult than the usual way.



None.

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