OK, here is my deal.... As some of uguys know ... or not ... whatever...
i work Three kingdoms mod, and there is some necessity of removing Creeps for Zerg building all the time
my concept is all of buiildings should be humanly buildings so i dont need Creeps to come around there
all of Creeps shouldn't appears at anywhere
Basicly, i think that i can draw an inference from sketchy knowledge
but i want hear your thorough knowledge that acquired from your positivity experience
thanks
Post has been edited 1 time(s), last time on May 26 2008, 1:36 am by NirvanaJung.
None.
Creep is an order... did you try removing it from units.dat?
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB -
topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig -
topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
no i didnt try at all about creep, i just asked a concrete way to do until i work that
so you saying that just edit units.dat ? that's all about it ?
None.
As far as I know you just need to remove the creep orders.
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB -
topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig -
topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
Hmmm, That orders exerts buildings to just grow cleeps
when you start game, you will see creeps around of hatury Also after zerg buildings be constructed done
even though you change that orders in unit.dat
maybe u misunderstood my purpose
Zerg creeps must be disappeared all of places all the times
thanks though....
None.
Basically, he wants creep gone. Like, non-existant.
None.
Responsible for my own happiness? I can't even be responsible for my own breakfast
There is a FireGraft EXE edit that will be of assistance to you.
There is a FireGraft EXE edit that will be of assistance to you.
you saying that "Creep Spawn" in EXE edits Tab ? if so, no, that's Also the settings about just growing cleeps matter
i changed that from minimum to Maximum values (0~255) but that doesn't eliminates Zerg Creeps
Also i changed Creep order in unit.dat with EXE edit in FG together
However, you will see Zerg Creeps around of Zerg buildings such as Hatchury, Colony
i guess The First Basic Creeps controled by StarCraft AI not DAT file
No one here who have any positivity experience in eliminating Zerg Creeps at all the time ?
None.
Oh? So the creep spreading buildings are hardcoded?
Nevermind.
Hmm. These buildings can build on or off creep and still leave that little blob... Hatcheries seem to spread completeley at the start of the game... Also it only spawned two larva. :C
Post has been edited 2 time(s), last time on May 26 2008, 5:28 pm by FaRTy1billion.
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB -
topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig -
topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
since your mod is obviously grafted, (and if it isn't then shame on you) here's one way to get around this apparently hardcoded feature:
1. In Firegraft Starting Zerg Buildings something other than hatchery such as Queen's nest for example.
2. In Firegraft Starting Zerg Units something other than larva and overlord. I used scanner sweep real quick for this example but you could do something more trick.
3. In Datedit remove "needs creep" for Queen's nest this example. otherwise this wouldn't be needed for other buildings..
here is screenshot:
here is 1.15.0 firegraft example:
Attachments:
None.
In Firegraft Starting Zerg Buildings something other than hatchery such as Queen's nest for example
Before posted this thread, i already knew that trick to remove creep by set starting zerg buildings to other buildings
if do that then What about hatchery ? and Lair, Hive ? lol
and Should i drop those buildings which spreading cleep ? then you can't use Hatchery and Lair , Hive at all..for mod
u just showed me just a temporary solution.
i'm asking you how to eliminate Zerg Creeps of All zerg buildings with no limit to use buildings
No one here ? whos get the root of the matter in Zerg cleep for this subject matter ?
Post has been edited 2 time(s), last time on May 26 2008, 7:21 pm by NirvanaJung.
None.
If nothing else, you could set the starting building as something other than a hatchery/lair/hive and then FireGraft the CRAP out of it until it functions the same way.
None.
then you can't use hatchery/lair/hive at all becuzz Creep must be gone at anywhere with no limit to use All buildings
as i said before i guess a solution for problem could be in AI or other codes in EXE
thanks even though that trick avails me nothing.
Post has been edited 2 time(s), last time on May 26 2008, 7:40 pm by NirvanaJung.
None.
You simply use the hatchery, lair, hive as
secondary buildings not as initial startup ones it appears. In Datedit change the idle Ai actions appropriately + modify the graphcis to scourge construction or you can even use terran construction for your mod since it will be of human-like buildings. You'll obviously also need to do the necessary iscript modifications to fit this new setup as well. I use Hatchery in AAAi for the player Trade center without any creep for instance.
anyways, you are an experienced modder, I'm sure all of this is old hat and you don't need the specifics on how to do these things. Anyways after you do everything mentioned above this is what you'll end up with:
and lol I never meant to offer a
temporary solution. If it works use it!
Post has been edited 1 time(s), last time on May 26 2008, 8:13 pm by bajadulce. Reason: * missed a few words in modify graphics :lol:
None.
The hatchery is the only starting building that you cannot remove creep from. It can be built without creep, but Starcraft always has creep around starting hatcheries.