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Broodlings that don't die on you.

Creator: Oo.sharf.oO
Time: Jan 13 2008, 9:52 pm

Post #1     Oo.sharf.oO Jan 13 2008, 9:52 pm

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Ok I want to spawn broodlings that dont run out of energy.... in the past you just "created" it with triggs and it was fine... now it doesnt work.
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Post #2     rockz Jan 13 2008, 9:53 pm

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You can't use Create Unit with Properties.

You have to use Create Unit, then apply properties (possibly in a second trigger).
Of the sparkling wines, the most famous is Perth Pink. This is a bottle with a message in, and the message is 'beware'. This is not a wine for drinking, this is a wine for laying down and avoiding.

Another good fighting wine is Melbourne Old-and-Yellow, which is particularly heavy and should be used only for hand-to-hand combat.
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Post #3     Oo.sharf.oO Jan 13 2008, 9:58 pm

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Right... thanks.
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Post #4     Joshgt2 Jan 14 2008, 3:32 am

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I think this could be fixable a lot easier if you would make something like:

Condition:
-Always

Actions:
-Modify energy amount for 'all' 'broodlings' at 'anywhere' owned by 'current player' set energy to '100%'
-preserve trigger
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Post #5     NudeRaider Jan 14 2008, 5:14 am

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Quote from JoshgtI think this could be fixable a lot easier if you would make something like:

Condition:
-Always

Actions:
-Modify energy amount for 'all' 'broodlings' at 'anywhere' owned by 'current player' set energy to '100%'
-preserve trigger

nope. The brood timer has nothing to do with unit energy.
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Post #6     zany_001 Jan 14 2008, 7:28 am

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Tutorial explains about not using Create with Properties
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Post #7     Ahli Jan 14 2008, 11:54 am

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do not modify its energy in the same cycle like you created it.
e.g.:
C:-always
A:-create broodling at location

C:-always
A:-set energy points for all any units to 100%
(I think this trigger action modified it... I also modified shield, hitpoints and hangar, but the modifieing energy makes more sense to create broodlings with activated timer)
-> the broodling will have its timer counting down

edit:
FIND CORRECT SOLUTION IN THE POST BELOW
(its the "modify hitpoints" action)
This post was edited 1 time, last edit by Ahli: Jan 15 2008, 6:44 pm.
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Post #8     Fwop_ Jan 14 2008, 11:15 pm

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Did you even test that out? You can't modify the energy on broodlings, it's been said.
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Post #9     rockz Jan 15 2008, 5:26 am

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Hallucinations are the same FYI, except they are undetectable by bring (and command maybe?) except inside a transport.
Of the sparkling wines, the most famous is Perth Pink. This is a bottle with a message in, and the message is 'beware'. This is not a wine for drinking, this is a wine for laying down and avoiding.

Another good fighting wine is Melbourne Old-and-Yellow, which is particularly heavy and should be used only for hand-to-hand combat.
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Post #10     Ahli Jan 15 2008, 4:05 pm

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Quote from Fwop_Did you even test that out? You can't modify the energy on broodlings, it's been said.


I already created broodlings with activated timer without using any 'create with properties'.
One of that modify-actions did activate the timer used in the same trigger cycle...


OK, now I tested it.

>> modifying energy had NO effect.

>> modifying healthpoints activates the timer and it does not care when you do it

test the attached map, if you cannot believe me
Quote from Fwop_Did you even test that out? You can't modify the energy on broodlings, it's been said.
Attachments:
scx file
broodlingtest.scx (38.80 kb)
1 hits.
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Post #11     Oo.Twitch.oO Jan 15 2008, 9:27 pm

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Quote from rockzHallucinations are the same FYI, except they are undetectable by bring (and command maybe?) except inside a transport.

WRONG have you seen the hallication gunner system pvp?
If you had then you would know it invovles the bring command.
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Post #12     Falkoner Jan 15 2008, 9:53 pm

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Lol, it cycles the location through the units, if they cannot be detected in that location after centering it on them, then it has to be a hallucination :P
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Post #13     Fwop_ Jan 17 2008, 1:40 am

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Quote from Ahli
Quote from Fwop_Did you even test that out? You can't modify the energy on broodlings, it's been said.


I already created broodlings with activated timer without using any 'create with properties'.
One of that modify-actions did activate the timer used in the same trigger cycle...


OK, now I tested it.

>> modifying energy had NO effect.

>> modifying healthpoints activates the timer and it does not care when you do it

test the attached map, if you cannot believe me


What are you trying to prove? I thought the idea was to keep the broodling from dying.
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Post #14     Falkoner Jan 17 2008, 2:33 am

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Yes, so all you have to do is simply make a trigger that Creates the unit! I have no idea why this topic has gone on so long over such a simple thing...
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Post #15     NudeRaider Jan 17 2008, 2:35 am

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Quote from FalkonerYes, so all you have to do is simply make a trigger that Creates the unit! I have no idea why this topic has gone on so long over such a simple thing...

Because several people have posted wrong information... as usual.
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