When i build a hatchery in my map, if someone clicks it, they crash. why is this?
Also if i set the built time low, the hatchery has about 30% life. I just want the drone to be able to build the hatch as fast as possible with full health and no triggers.
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When i build a hatchery in my map, if someone clicks it, they crash. why is this?
Also if i set the built time low, the hatchery has about 30% life. I just want the drone to be able to build the hatch as fast as possible with full health and no triggers.
I'm pretty sure that you have to have the build time at least set to 1 second. Did you change any of its life settings?
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yes i changed its life settings, its full stats are:
Hit Points-500
Shield Points-0
Armor-0
Build Time-1
Mineral Cost-0
Gas Cost-0
this one doesnt drop, but it wont finish, it just sits at 500 life like its still being built and never "hatches"
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More details about the hatchery. Where is it placed? Who owns it? Is it stacked?
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just try higher build time.
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Ok i finally figured it out, but for future reference, if using scmdraft2 0.80 for mapmaking, hatcheries will do these things under different build times
it is built on asphalt terrain by a drone, owned by a human player, not stacked...
when build time is 0, it hyperheals, is never complete, and crashes whoever clicks it....
when build time is 1, it hyperheals, and is never complete...
when build time is 2, it completes with 40% hit points....
when build time is 3, it completes with 80% hit points....
when build time is 4, it completes with 25% hit points.....
when build time is 5+, it completes with 100% hit points, normal
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Never set build times to zero, it'll most likely cause a crash.
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Anything after 16 or so ticks should be built fine.
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That's really interesting that if you set it to 1 it never gets completed.
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Maybe cause Buildings are not meant for fast construction like units are. They usually are expected to have a lot of health so they don't want to create 1250 health in one second? Iono
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Actually, units can be created damaged as well.
The only difference is that the completion bar goes by too quickly, and in that same timeframe, the computer trys to load the HP from 0 - (X), and it cant complete it in time, so the HP stays at whatever it managed to finish in that timebar zone.
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Maybe cause Buildings are not meant for fast construction like units are. They usually are expected to have a lot of health so they don't want to create 1250 health in one second? Iono
And there is only so fast that the animation can be played.
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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
Actually, units can be created damaged as well.
The only difference is that the completion bar goes by too quickly, and in that same timeframe, the computer trys to load the HP from 0 - (X), and it cant complete it in time, so the HP stays at whatever it managed to finish in that timebar zone.
Are you trying to tell us that units built out of factories start with less than 100% hp if their build time is low enough?
I've never been able to get them to build at a lower time than 1 (atleast protoss), and they seem to be created with normal health then.
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Build times of 0 often crash non-mac users.
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Actually, units can be created damaged as well.
The only difference is that the completion bar goes by too quickly, and in that same timeframe, the computer trys to load the HP from 0 - (X), and it cant complete it in time, so the HP stays at whatever it managed to finish in that timebar zone.
Are you trying to tell us that units built out of factories start with less than 100% hp if their build time is low enough?
Indeed I am. Have something in mind?
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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
Indeed I am. Have something in mind?
If that were true it would be very interesting.
Can you give me a working example? (what unit, what build time, possible other factors)
research time!
Collapsable Box
Initial Raw Data:
Unit: Goliath
Build Time: 15
Max HP_Actual HP
4267 428
4270 431
4275 436
4300 462
4400 568
4500 674
5000 1204
6000 2264
8533 4949
8534 855
9000 1348
9999 2407
If you want to stick this into excel and get an equation, feel free, but I'll try it. Note that only HPs over 4267 were actually incorrectly built. 4266 and less had full life.
There seems to be a critical ratio at 284.45 for Max/time. What I do know, is that if Max/time > 284.45, the unit is built improperly. What I'm thinking is that SC calculates the rate at which the unit will be built, but there's a bit left off if it's too large. If you look, there's a jump between 8533 and 8534, since 8534 is twice the minimum value I could get to build incorrectly.
I think I got it. SC can only build 284.5 HP/tick. If it tries to build 285 HP/tick, it rolls back the furthest bit (285-256) and leaves you with a much smaller rate of 29. I haven't figured out how the .5 gets in there yet...
More info: I just looked in artmoney, and it seems that a vulture built with 285 max in 1 tick has 80 1D 00 (29.5). Fully repaired, it has 00 1D 01 (285). Interestingly, it repairs QUITE slowly, considering a build time of 1 tick.
Post has been edited 5 time(s), last time on Aug 31 2008, 1:15 am by rockz.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"