Larva
Dec 18 2007, 10:42 pm
By: Cloaked-Dragon  

Dec 18 2007, 10:42 pm Cloaked-Dragon Post #1



I was wondering how to make larvas move from 1 location to an other of the creep.
Ive seen this preformed before in an old map. Maybe its from the patches but i cant seem to get it to work.
I would really appreciate some help.
Thx



None.

Dec 18 2007, 11:04 pm Falkoner Post #2



Some kind of AI should do it, like like the Patrol one, but I'm not certain



None.

Dec 18 2007, 11:05 pm 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

Quote from Cloaked-Dragon
I was wondering how to make larvas move from 1 location to an other of the creep.
Ive seen this preformed before in an old map. Maybe its from the patches but i cant seem to get it to work.
I would really appreciate some help.
Thx
Use the move unit action and specify the starting location and the target location.




Dec 18 2007, 11:09 pm Cloaked-Dragon Post #4



Quote from NudeRaider
Use the move unit action and specify the starting location and the target location.

I already did that. I got my larva to get of the creep but they dont go on the location, they go around. Maybe its the terrain im using.



None.

Dec 19 2007, 12:07 am Falkoner Post #5



I think you have to have a wait somewhere in there, can't remember well enough though...

You have to use the AI "Patrol to Location" and you decide the location by using "Set Generic Command Target" AI, but I think you need some sort of wait..



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Dec 19 2007, 11:57 pm Cloaked-Dragon Post #6



I think the terrain is the problem.
Im using badland terrain and the larvas are spawning in creep, but they seem to be stuck in the creep. Once they get out of the creep, they dont go to the end location. How can i get them to get off the creep?



None.

Dec 20 2007, 12:44 am Cheeseman119 Post #7



make sure the badlands terrain is low ground unless ur using isometric terrain



None.

Dec 20 2007, 4:27 am Falkoner Post #8



Using Move Unit, that's how you get them off the creep.



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Dec 21 2007, 9:25 am ejac1337 Post #9



Ok, now to fill in yall, telling larva to move via "order" trigger does not work.

Junk Yard dog severly increases the larva speed and allows them to go off the creep but you are not able to direct them.
Other than that, I don't believe there is anything else you can do. I've never seen it done atleast...



None.

Dec 21 2007, 3:01 pm Ahli Post #10

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Larvas will try to move back to their hatchery / lair / hive, if you teleport the larvas somewhere else.
Trigger
Players

  • any
  • Conditions

  • always
  • Actions

  • preserve trigger
  • move all 'Zerg Larva' from 'Location: Hive (Target)' to 'Location: Spawn'



  • This is what NudeRaider said and this method works fine untill the larvas cannot reach their producer building. They stack on top of each other, if they reached the nearest position to their producer building.




    Dec 21 2007, 10:59 pm Falkoner Post #11



    The AI "Make These Units Patrol" will make them go to wherever the generic command target is, which can be changed by the "Set Generic Command Target" AI.



    None.

    Dec 21 2007, 11:16 pm Cloaked-Dragon Post #12



    Quote from Falkoner
    The AI "Make These Units Patrol" will make them go to wherever the generic command target is, which can be changed by the "Set Generic Command Target" AI.

    The only problem with that is that i have 2 different "paths", i need all larvas that spawn in "spawn 1" to go to "end 1" and all larvas in "spawn 2" to go to "end 2".
    The AI only words if you have only 1 path.

    Oh and ]BM[Ejac, this was done in Chicken Def, a pretty old map, so i know its possible.



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    Dec 22 2007, 2:01 am Riney Post #13

    Thigh high affectionado

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    Dec 22 2007, 3:35 pm SCORPIONOX Post #14



    I don't know if this will help, but larvae like to stick to the creep. When I made a mod before, if I didn't make the larvae exit transit over creep, they would die instantly. I think they were programmed to only function on the creep. Perhaps you should cover the path with creep, or change the iscript.



    None.

    Dec 22 2007, 4:38 pm Vi3t-X Post #15



    Method A
    Order units to run Junkyard Dog script

    Method B
    Order units to patrol to "Location"

    Method C
    WTF? WTF? WTF?
    No, actually.
    Place SUB-TILES below your terrain, which will allow the larva to flow freely. Thus, using the move command will move your larva to their location. To form a path, just use a line, TADA.

    Does this solve your problem?



    None.

    Dec 22 2007, 4:59 pm Ahli Post #16

    I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

    watch this map.
    I did exactly what you want to do.
    it's just the power of a simple 'move(teleport) larva'-trigger.
    the larvas will try to return. they do not care about creep as long the hive had creep under it to produce larvas.
    the terrain on your path does not care...

    edit: you can stack the hives to produce more larvas. this method works only with hatchery/lair/hive-created larvas.




    Dec 22 2007, 10:05 pm Falkoner Post #17



    Can't you just reassign the generic command point each time you order them to patrol from one area? Both AI's only work in a certain location.



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