Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Hatchery Crashes Starcraft
Hatchery Crashes Starcraft
Aug 29 2008, 6:23 pm
By: hdogg86  

Aug 29 2008, 6:23 pm hdogg86 Post #1



When i build a hatchery in my map, if someone clicks it, they crash. why is this?
Also if i set the built time low, the hatchery has about 30% life. I just want the drone to be able to build the hatch as fast as possible with full health and no triggers.



None.

Aug 29 2008, 6:26 pm Brontobyte Post #2



Quote from hdogg86
When i build a hatchery in my map, if someone clicks it, they crash. why is this?
Also if i set the built time low, the hatchery has about 30% life. I just want the drone to be able to build the hatch as fast as possible with full health and no triggers.

I'm pretty sure that you have to have the build time at least set to 1 second. Did you change any of its life settings?



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Aug 29 2008, 6:42 pm hdogg86 Post #3



yes i changed its life settings, its full stats are:
Hit Points-500
Shield Points-0
Armor-0

Build Time-1
Mineral Cost-0
Gas Cost-0

this one doesnt drop, but it wont finish, it just sits at 500 life like its still being built and never "hatches"



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Aug 29 2008, 6:43 pm FatalException Post #4



More details about the hatchery. Where is it placed? Who owns it? Is it stacked?



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Aug 29 2008, 6:59 pm y10k Post #5



just try higher build time.



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Aug 29 2008, 7:07 pm hdogg86 Post #6



Ok i finally figured it out, but for future reference, if using scmdraft2 0.80 for mapmaking, hatcheries will do these things under different build times

it is built on asphalt terrain by a drone, owned by a human player, not stacked...

when build time is 0, it hyperheals, is never complete, and crashes whoever clicks it....
when build time is 1, it hyperheals, and is never complete...
when build time is 2, it completes with 40% hit points....
when build time is 3, it completes with 80% hit points....
when build time is 4, it completes with 25% hit points.....
when build time is 5+, it completes with 100% hit points, normal



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Aug 29 2008, 7:21 pm FatalException Post #7



Never set build times to zero, it'll most likely cause a crash.



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Aug 29 2008, 11:35 pm Vi3t-X Post #8



Anything after 16 or so ticks should be built fine.



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Aug 30 2008, 1:40 am Madroc Post #9



That's really interesting that if you set it to 1 it never gets completed.



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Aug 30 2008, 1:55 am Rawk_Flare Post #10



Maybe cause Buildings are not meant for fast construction like units are. They usually are expected to have a lot of health so they don't want to create 1250 health in one second? Iono



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Aug 30 2008, 2:45 am Vi3t-X Post #11



Actually, units can be created damaged as well.

The only difference is that the completion bar goes by too quickly, and in that same timeframe, the computer trys to load the HP from 0 - (X), and it cant complete it in time, so the HP stays at whatever it managed to finish in that timebar zone.



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Aug 30 2008, 3:21 am Brontobyte Post #12



Quote from Rawk_Flare
Maybe cause Buildings are not meant for fast construction like units are. They usually are expected to have a lot of health so they don't want to create 1250 health in one second? Iono

And there is only so fast that the animation can be played.



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Aug 30 2008, 9:28 am NudeRaider Post #13

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 Vi3t-X
Actually, units can be created damaged as well.

The only difference is that the completion bar goes by too quickly, and in that same timeframe, the computer trys to load the HP from 0 - (X), and it cant complete it in time, so the HP stays at whatever it managed to finish in that timebar zone.
Are you trying to tell us that units built out of factories start with less than 100% hp if their build time is low enough?




Aug 30 2008, 5:29 pm The Great Yam Post #14



I've never been able to get them to build at a lower time than 1 (atleast protoss), and they seem to be created with normal health then.



None.

Aug 30 2008, 9:08 pm Doodle77 Post #15



Build times of 0 often crash non-mac users.



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Aug 30 2008, 9:48 pm Vi3t-X Post #16



Quote from NudeRaider
Quote from Vi3t-X
Actually, units can be created damaged as well.

The only difference is that the completion bar goes by too quickly, and in that same timeframe, the computer trys to load the HP from 0 - (X), and it cant complete it in time, so the HP stays at whatever it managed to finish in that timebar zone.
Are you trying to tell us that units built out of factories start with less than 100% hp if their build time is low enough?

Indeed I am. Have something in mind?



None.

Aug 30 2008, 10:18 pm NudeRaider Post #17

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 Vi3t-X
Indeed I am. Have something in mind?
If that were true it would be very interesting.
Can you give me a working example? (what unit, what build time, possible other factors)




Aug 30 2008, 10:40 pm rockz Post #18

ᴄʜᴇᴇsᴇ ɪᴛ!

research time!
Collapsable Box


I think I got it. SC can only build 284.5 HP/tick. If it tries to build 285 HP/tick, it rolls back the furthest bit (285-256) and leaves you with a much smaller rate of 29. I haven't figured out how the .5 gets in there yet...

More info: I just looked in artmoney, and it seems that a vulture built with 285 max in 1 tick has 80 1D 00 (29.5). Fully repaired, it has 00 1D 01 (285). Interestingly, it repairs QUITE slowly, considering a build time of 1 tick.

Post has been edited 5 time(s), last time on Aug 31 2008, 1:15 am by rockz.



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