Is there a way to stop unit slowdown with 10 lings under your unit? (With hypers)
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No but you could use 1 ling and when that dies create another one and move to the "hero".When you have ten deaths of the lings kill the "hero" or whatever.
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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
yes, don't move them every cycle. Just move the vHP lings when your main unit has moved out of a 1x1 pixel location. Or simply every 3rd trigger loop.
EMS won't fit in, and the stuff Nude mentioned doesn't help. The things morphling described won't work either, as there are 10 lings for splash, it already uses DCs.
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4x4 Tile location centered around hero to detect Splash units. Triggah!
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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
Why does it not help? I'm positive both methods prevent slowdown.
It may help, but I really want it to be normal speed. I'll try the 3rd trigger loop idea also.
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Just move the vHP lings when your main unit has moved out of a 1x1 pixel location.
To elaborate:
Make a 32x32pixel location (or 1x1 tile). [Nude suggests 1x1 pixel but I think the Zerglings shouldn't have to be DIRECTLY underneath you at all times]
Or 16x16 pixel location if you're a perfectionist.
When the unit leaves this location, move the location back onto him and move the Zerglings as well.
-OR-
Only move the Zerglings underneath when there are enemies nearby.
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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
What I suggested doesn't affect speed.
Look, it's really simple. Starcraft, for unknown reasons, makes units "jitter" or however you want to describe it if you constantly move burrowed or air units to them.
Don't ask me why, that's just the way it is. And there's nothing you can do about it as it's a glitch of the engine.
So, what you CAN do is do NOT move them all the time. But thats not what you originally wanted anyway. What you really want is, that the units are always centered under your main unit. A convenient way to ensure this is to move them whenever your main unit has moved a bit. You can detect that using a 1x1 pixel location. Note that I really mean 1 pixel, not the regular 1x1 tile location that is smallest you can do in staredit.
If you have pretty large units, like ultralisks you might want to use inverted locations to detect movement earlier. But I guess that's too advanced for you atm.
The every 3rd trigger loop method is not as efficient, because the move unit action is probably executed way more often than needed, but it will also work.
What you CAN do, however, is make a grid that finds a location a half a square south of the hero, and then move the lings there.
You CAN also use EUDs to detect how much health the unit has, if you find that working with lings is too hard.
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Lol, vHP is always much easier than EUDs. I understand it all now, thank you.
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