Hi, this applies to any map which would use temporarily spawned hydralisks as an attacking spell or custom triggered weapon.
I've found hydralisks, when created, are always created facing south-east.
If I create the hydralisk for 12 deathcounts (hyper triggers ofcourse) and then remove it, it sometimes fails to attack stuff northwest of it since it has to turn a full 180, but it will attack stuff southeast of it twice.
If I increase the death count it attacks stuff twice alot while only once northwest of it.
If I decrease the death count to make sure it attacks only once, it completely fails to hit stuff northwest of it.
I tried to fix it by having a buffer where hydralisks are created. They turn around randomly over time, so i hoped to give the hydralisk a random facing that way.
This didnt work though cause the left-most one always got chosen and it was the most recently created in the buffer.
I tried also using patrol command but a similar pattern occured. The hydralisk was always facing north.
Attached map:
Attachments:
None.
Theoretical solution: fix your buffer so that it actually gives you a varying angle. You mentioned a possible solution but then said that you failed to finish a fully functional version of it.
None.
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
Note: You have to change the (player) numbers in the following example to fit your map.
Have your buffer always contain 20 hydras owned by P9. (Kill excess hyds and add 1 if < 20)
Now your spell activates and you want to move 5 hydras,
so you give 15 hydras at buffer to P10 and move 5 hydras for P9.
Then give the 5 hydras at the spell area to the casting player
and 15 hydras at buffer to P9.
After 12 death counts move the 5 hydras back to buffer and give them to P9-
Thanks guys!
So far I've made Ultimo's solution and it works decently. See attached if you feel like it.
EDIT: 13 Death Counts works a little better overall for Hydralisk.
I use 12 DC for Marine, Ghost
17 DC for Dragoon which i might still decrease a bit, but Dragoon does need a moment to "open up its hatch"
11 DC for Goliath (they shoot twice a fair bit at 12! I might even try 10!)
Attachments:
None.