Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Removing Creep from Zerg Buildings with EUDs
Removing Creep from Zerg Buildings with EUDs
Apr 4 2019, 9:32 pm
By: TheSophomancer  

Apr 4 2019, 9:32 pm TheSophomancer Post #1



Hi,

I'm a beginner map maker who is currently working on a fairly simple defense map which requires players to build maze-like structures with drones. My goal is to allow players to build creep colonies with drones without requiring creep, which then automatically transform into tower structures (such as sunken and spore colonies, cannons, etc.). I also want to permanently disable creep from forming and spreading when placing down creep/sunken/spore colonies. So far, most of these tasks have been easy to accomplish with basic triggers and by using the EUD trigger editor. For example, I've used the EUD trigger editor to modify Zerg buildings to not require creep when being constructed and I have a simple trigger that automatically transforms built creep colonies into the tower structures of my choice.

While most of these tasks have been straightforward to figure out, I'm having difficulty finding a method to permanently remove all creep from Zerg buildings. Aside from advanced flags that toggle whether buildings require creep to be built or that increase the radius of creep that is created when a building is constructed, I can't find much data relating to creep formation. However, when searching Farty1billion's EUD database, there are two additional sources of information relating to creep: 0xA6 involves creep expansion (as well as cloaking and building), while 0xCC involves setting timers between creep expansions for creep units.

Basically, my question is this: is there a method of using EUDs to completely disable creep with this available information, or is creep a hard-coded element of Zerg buildings that can't be controlled with EUDs? If creep can be controlled with EUDs, what steps can I begin making to permanently remove creep from my buildings? If creep can't be controlled with EUDs, what alternative solutions are there to facilitate my goals?

Thank you all in advance for taking the time to address my questions. While I'm a beginner map maker who is so far enjoying the process of learning about various mapmaking programs, developing my skills and overcoming various challenges, this current issue is really stumping me at the moment, so any assistance would be greatly appreciated! :)



None.

Apr 14 2019, 10:48 pm ferrinheight1 Post #2



Hi there fellow map maker.
I also have been wanting to and searching for a solution the automatic creep for a defense map that mixes sunkens and cannons. I did an extensive google search and found nothing related not even a post saying its impossible without mods. There is one work around I've theorized and that is changing a none zerg building (turret prolly) to look at attack like the sunken. I'm not sure this is possible without a modded mpq since I'm not as experienced with map making. Perhaps also there is a solution with EUD's as simple as making the zerg buildings think they are terran. Hopefully Roy or some other expert can chime in on this.



None.

Apr 14 2019, 11:00 pm Suicidal Insanity Post #3

I see you !

Doesn't the human idle action trigger creep creation? (value 101), in units.dat? You could try changing that to something else.




Apr 15 2019, 1:09 am TheSophomancer Post #4



Changing the value of the human idle AI action script (value 101) is useful for stopping most of the creation/spread of creep, as is changing other values such as the "produces units" and "requires creep" values. However, the issue I'm having is that very little patches of creep are still being generated underneath Zerg buildings when I construct them despite these modifications of values.

For example, I have a trigger where drones can be used to build siege tanks. The way I do this is I make the drone transform into a creep colony, I then remove the creep colony, and finally I place a siege tank where the original drone/creep colony was located. However, a very small patch of creep always remains underneath the siege tank directly after this transformation (although the patch quickly disappears due to the lack of the original Zerg building). This makes me wonder whether there are other values aside from the idle AI action script that also have to be modified to completely remove creep.



None.

Apr 15 2019, 1:21 am Pr0nogo Post #5



Yes, creep spread is very hardcoded and referenced in several functions that as far as I know are not possible to modify with EUDs.




Apr 15 2019, 1:39 am ferrinheight1 Post #6



Quote from TheSophomancer
Changing the value of the human idle AI action script (value 101) is useful for stopping most of the creation/spread of creep, as is changing other values such as the "produces units" and "requires creep" values. However, the issue I'm having is that very little patches of creep are still being generated underneath Zerg buildings when I construct them despite these modifications of values.

Is this possible without modifying the game itself, and if so how can I do this? I know its possible with modding the mpq but if you can apply it to just the map that would be nice.. been a long while since I was deep into map making and a lot has changed.

***NVM figured out how to do it with EUD actually a million times easier than I thought thanks to EUD Editor 2.

Post has been edited 1 time(s), last time on Apr 15 2019, 2:45 am by ferrinheight1.



None.

Apr 15 2019, 3:04 am ferrinheight1 Post #7



Quote from TheSophomancer
My goal is to allow players to build creep colonies with drones without requiring creep

How many zerg buildings does it use. For mine just "transformed" missle turrets into sunkens with EUD Editor and it was so ridiculously easy I'm baffled. Now I have sunkens right next to my cannons with 0 creep and my minds blown. Perhaps you could do the same if its not too many buildings you are using.



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