Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Terrain effects not applying?
Terrain effects not applying?
Jan 25 2009, 1:27 am
By: poison_us  

Jan 25 2009, 1:27 am poison_us Post #1

Back* from the grave

Not exactly sure if this should go here, or if it should go in the UMS Mapmaking Assistance section, but here goes:

Is there a way to have a larva [other than a sprite] able to walk on non-creep terrain? For my map, I would love to have a different terrain than the creep path that the larva will otherwise have to run on, but I dunno if this is possible. I will give all my minerals to someone who can help me find out if this is possible [whether it is doable or not doesn't matter].




Jan 25 2009, 1:38 am Biophysicist Post #2



Enable Doodad State on the Larva should do it. You might have to Disable them first, though.

(Be warned, this is second-hand information, so it could be wrong.)

And yes, this should go under Assistance.



None.

Jan 25 2009, 1:44 am blacklight28 Post #3



I know I saw a tutorial on this before. I think you can use the 'move unit' trigger and 'enable doodad state', but I'm not positive.



None.

Jan 25 2009, 1:57 am poison_us Post #4

Back* from the grave

ew. I was hoping just one person would come up with the answer...but I'll try it and edit the post if it works

Edit: Straight move=fail. Duh [had to check, though].
Enable then move=fail.
Disable, move=crashes map immediately after fail.
Disable, Enable, move=crashes map immediately after fail.
Disable, Enable, Enable, move=another fail+crash.
Myth has been busted.

In related news, is there a way to order larvae? [e.g. move to "x"]

Post has been edited 4 time(s), last time on Jan 25 2009, 3:23 am by poison_us.




Jan 25 2009, 4:22 am Falkoner Post #5



The AI Set Generic Command Target and the Make These Units Patrol AIs will make them move wherever you want, and I know there's a way to make them go on non-creep, I just don't remember it..



None.

Jan 25 2009, 4:29 am poison_us Post #6

Back* from the grave

Well, that certainly helps. I'll give up on the creep [for now] and just do the AI thingy. Thanks!




Jan 25 2009, 5:39 am blacklight28 Post #7



Quote from Falkoner
The AI Set Generic Command Target and the Make These Units Patrol AIs will make them move wherever you want, and I know there's a way to make them go on non-creep, I just don't remember it..

Ah god, I know I saw it somewhere! I just don't remember where. I could have sword it was on SeN. Just wait a little while poison_us, and maybe it'll come back.



None.

Jan 25 2009, 6:11 am poison_us Post #8

Back* from the grave

I searched it and it came up with basically the same thing: disable-enable or just enable. Neither worked...so I'm probably just gonna scrap that idea for another unit. [I'm doing that on Twilight, if that matters] I can't seem to get the larva to move like I want, and I'm going through a couple of major overhauls in the game now anyways, so I'll worry about that later.




Jan 25 2009, 8:27 am Roy Post #9

An artist's depiction of an Extended Unit Death

Maybe you should stop trying to use preplaced larvae. Have a hatchery in the corner of the map and then move a larva spawned by it. The good news is that the larva won't die off of the creep. The bad news is that, unless successfully interrupted by an AI command, the larva will start moving back to the location of the hatchery.

As for the enabling thing, I haven't tried it. Just remember that preplaced larvae are different from in-game created larvae, much like preplaced eggs and cocoons.

Edit: For one of my maps where I had to have multiple larvae moving in straight lines, I had the larvae created by player 8 given to player 7. Then I moved the larvae to the starting point and used the two AI scripts Falkoner mentioned. I'm not sure if giving the unit has any relevance; I only did it in my map because I was using waits and didn't want to have wait blocks under player 8, so my larva AI triggers went under Player 7 (and thus the larvae had to be owned by player 7 for the AI scripts to work on them).

And, if anyone cares, larvae cannot walk off creep in any normal situation if their hatchery is still intact. Therefore, if they are spawned by a hatchery, they are immune from dying off of the creep because it's assumed that they can't accomplish that. If the hatchery is destroyed, the larvae CAN go off of the creep in normal situations, and therefore, as set up by Blizzard, they will die when they are no longer on the creep. This is what makes hatchery-owned larvae different from preplaced larvae.

Post has been edited 5 time(s), last time on Jan 25 2009, 8:39 am by Roy.




Jan 25 2009, 9:44 am rockz Post #10

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Roy
And, if anyone cares, larvae cannot walk off creep in any normal situation if their hatchery is still intact. Therefore, if they are spawned by a hatchery, they are immune from dying off of the creep because it's assumed that they can't accomplish that. If the hatchery is destroyed, the larvae CAN go off of the creep in normal situations, and therefore, as set up by Blizzard, they will die when they are no longer on the creep. This is what makes hatchery-owned larvae different from preplaced larvae.
Build a hatchery by a doodad, and watch the larvae accidentally walk off the creep and die.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jan 25 2009, 5:15 pm poison_us Post #11

Back* from the grave

Ok, say I want to give the larvae from P7 to P8. If I do that, will the hatchery spawn more larvae? [intuition says yes, so I'm gonna go ahead and test that]
EDIT: Myth Confirmed. [more are produced]

How would I go about ordering them through several straight and narrow paths? I don't really understand what was said, and there aren't any helpful topics about it that I can find...

EDIT 2.0: larva belonging to player 8 still try to return to player 7's hive...that made me :slaphappy:
[in a sidenote, a :slaphappy: smiley would be WIN.]

Post has been edited 3 time(s), last time on Jan 27 2009, 10:27 pm by poison_us.




Jan 25 2009, 6:00 pm blacklight28 Post #12



To order them, have locations surround them around them , and use :

Players:
Player controlling larva ( X )

Conditions:
Player X brings at least 1 larva to 'location'

Actions:
Set generic command target at 'larva move'
Make these units patrol at 'location'

Then copy the trigger above, and change the location in the codtions and 1st action, to the next place you want them to go. Also, change the location in the 2nd action to 'larva move' (the 1st place they're moving). I'm pretty sure this works.



None.

Jan 25 2009, 6:44 pm poison_us Post #13

Back* from the grave

Ahh...that's what was confusing me...When I glanced at that, I was like "uhhh....patrol to where exactly??"
But the generic command is where the larvae are, and the patrol is where they need to be...right?




Jan 25 2009, 7:12 pm blacklight28 Post #14



The generic command target is where they will be patrolling to. The 'make these units patrol at' trigger will make them patrol there.



None.

Jan 25 2009, 7:48 pm poison_us Post #15

Back* from the grave

Ok that confused me a little...

Let's say I have larvae at "x", and I want them to go to "y"
I use Make 'em patrol to tell them they are gonna be patrolling from here, and this is "x"?
I use Generic Command Target to tell them that they're patrolling to here, and this is "y"?

Or is that backwards?




Jan 25 2009, 8:49 pm blacklight28 Post #16



Ummm, could you be clearer? I think what you got is right but I don't understand what you're saying exactly. Test it.



None.

Jan 25 2009, 8:53 pm Roy Post #17

An artist's depiction of an Extended Unit Death

Quote from poison_us
Ok that confused me a little...

Let's say I have larvae at "x", and I want them to go to "y"
I use Make 'em patrol to tell them they are gonna be patrolling from here, and this is "x"?
I use Generic Command Target to tell them that they're patrolling to here, and this is "y"?

Or is that backwards?

It's correct, but you would want to run the Generic Command Target script first, because this sets the point to which the unit moves.




Jan 25 2009, 8:53 pm poison_us Post #18

Back* from the grave

...dammit, that's gonna take a while...while I'm doing that, I'll just try to clarify my :hurr: ness

I meant, to get the larvae to move from "x" to "y", which AI script would I need at "x", and which at "y"?

Like:
Run AI Script GCT @ "x"
Run AI Script Patrol @ "y"
or do I have it the wrong way?

EDIT: Crap...I've got waay too many peeps to give minerals to now :(

Post has been edited 2 time(s), last time on Jan 25 2009, 9:02 pm by poison_us.




Jan 25 2009, 9:11 pm Roy Post #19

An artist's depiction of an Extended Unit Death

Actions:
- Run AI Script "Set Generic Command Target" at "Location you want the larvae to move towards"
- Run AI Script "Make These Units Patrol" at "Location the larvae are currently located"

The first one is setting the point to which the larvae will move. The second one orders the larvae to move to the "Generic Command Target"

If you're still confused, change the second AI script's location to "Anywhere." You'll notice that all units owned by the computer player will move to the Generic Command Target. The second AI script simply specifies which units should be moving towards the Generic Command Target.

I say give your minerals to rockz because he pwned my larva theory.




Jan 25 2009, 9:14 pm NudeRaider Post #20

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

You want a Larva to move from A to B:
A ----> B
You do these actions in this order:
Run AI Script Set Generic Command Target @ "B"
Run AI Script Make these units Patrol @ "A"

And don't worry about minerals. I doubt anyone expects that when he's posting help in this forum.




Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[11:17 am]
Zycorax -- :wob:
[2024-4-27. : 9:38 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: NudeRaider sing it brother
trust me, you don't wanna hear that. I defer that to the pros.
[2024-4-27. : 7:56 pm]
Ultraviolet -- NudeRaider
NudeRaider shouted: "War nie wirklich weg" 🎵
sing it brother
[2024-4-27. : 6:24 pm]
NudeRaider -- "War nie wirklich weg" 🎵
[2024-4-27. : 3:33 pm]
O)FaRTy1billion[MM] -- o sen is back
[2024-4-27. : 1:53 am]
Ultraviolet -- :lol:
[2024-4-26. : 6:51 pm]
Vrael -- It is, and I could definitely use a company with a commitment to flexibility, quality, and customer satisfaction to provide effective solutions to dampness and humidity in my urban environment.
[2024-4-26. : 6:50 pm]
NudeRaider -- Vrael
Vrael shouted: Idk, I was looking more for a dehumidifer company which maybe stands out as a beacon of relief amidst damp and unpredictable climates of bustling metropolises. Not sure Amazon qualifies
sounds like moisture control is often a pressing concern in your city
[2024-4-26. : 6:50 pm]
Vrael -- Maybe here on the StarEdit Network I could look through the Forums for some Introductions to people who care about the Topics of Dehumidifiers and Carpet Cleaning?
[2024-4-26. : 6:49 pm]
Vrael -- Perhaps even here I on the StarEdit Network I could look for some Introductions.
Please log in to shout.


Members Online: C(a)HeK