I have a creep colony,
I want "something" to happen when we morph the creep colony into a sunken (
note: MORPH not finish building the sunken!)
What i mean is, i edited the building time of the sunken so that it *never finish* building (0 milisecond building time) so that the player can hotkey the building and morph/cancel morphing anytime he want.
My question is, how to do it?
I know its possible, i saw people do it earlier, no idea how they did it thou, also i cant replace the creep/sunken thingy with a hydra/lurker (both are used in the map) or guardian/muta
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Can't you detect when there is no creep colony? As in when it is morphing with the "Bring at most 0 creep colonies" condition? Then you can try moving "All units" from the location of the morphing off-screen, and replace with something of your choice.
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Nope, the bring 0 creep colony to location just doesnt work, i tested it already, command sunken, bring sunken, command 0 creep doesnt work either.
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if you don't use minerals you could give the morph an arbitrary resource count and when that amount is removed you removed the building and place a colony in it's place to restart it and then carry out the actions that you wanted.
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That wouldnt help even if i didnt use minerals, the point of the whole method is to let the player hotkey the creep/sunken and morph/unmorph at any time, if we remove it, the player will have to rehotkey every time.
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I remember there was a way involving something to do with at least/at most/exactly. Can't remember the specifics...
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Nope, the bring 0 creep colony to location just doesnt work, i tested it already, command sunken, bring sunken, command 0 creep doesnt work either.
Alright, PM Farty about it. I'm pretty sure it's like a combination of bring at least 1 unit, bring at most 0 Creep Colony, or maybe you detect Bring at Least 1 of whatever it is morphing into. I don't remember the exact combination.
Basically you have to detect when it morphs. You do this either by detecting the absence of a Creep Colony, the presence of another unit/building, or the change in minerals/vespene. Until you can ask Farty (if he even remembers) you'll just have to guess and check.
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Bring Exactly 0 Creep Colony.
Morph the sunken, a high templar appears. Cancel the sunken, the high templar dies.
EDIT:
Apparently he figured it out in the shoutbox.
newBorn -- i did command exacly 0 creep colony and it worked, it didnt work for at most thou
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Post has been edited 1 time(s), last time on Jul 26 2011, 6:19 pm by FaRTy1billion.
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Any theories as to why bring at most 0 won't work?
None.
At Most and Exactly are handled differently. I don't remember any details ... but it also applies to detecting units in a bunker.
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http://www.staredit.net/?p=oldwiki&s=142Incomplete buildings cannot be detected in any conditions that use the "at least" or "exactly" modifiers, but they can be counted using the "at most" modifier; unfortunately this is generally not very useful. Incomplete buildings will be considered for actions. Incomplete Zerg buildings morphing to higher forms, such as a Spire morphing into a Greater Spire, will be treated as the pre-morph building for all trigger conditions and actions.
So while the creep colony is morphing to sunken, it counts as a creep colony that is in production (rather than a sunken). Buildings in production are not counted by "exactly". So you'll have 0 creep colony if you use exactly, and 1 creep colony if you use "at most".
Post has been edited 2 time(s), last time on Jul 26 2011, 10:39 pm by Lanthanide.
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http://www.staredit.net/?p=oldwiki&s=142Incomplete buildings cannot be detected in any conditions that use the "at least" or "exactly" modifiers, but they can be counted using the "at most" modifier; unfortunately this is generally not very useful. Incomplete buildings will be considered for actions. Incomplete Zerg buildings morphing to higher forms, such as a Spire morphing into a Greater Spire, will be treated as the pre-morph building for all trigger conditions and actions.
So while the creep colony is morphing to sunken, it counts as a creep colony that is in production (rather than a sunken). Buildings in production are not counted by "exactly". So you'll have 0 creep colony if you use exactly, and 1 creep colony if you use "at most".
Heh, well that's very nice feature, and a very interesting quirk. And here I was thinking at most 0 and exactly 0 were the same. Thanks.
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I think that only applies to unbuilt buildings specifically because Blizzard made it work that way. I believe it's probably in some of the early patch notes, likely around 1.03 or 1.04.
If you imagine a simple UMS game where you had to build something that took a long long time to build, and defend it during construction, if the unbuilt building counted for Exactly then you'd win the UMS as soon as you started building it.
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