Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Cloaking Creep Colony
Cloaking Creep Colony
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Feb 1 2010, 1:57 pm
By: Pinky  

Feb 1 2010, 1:57 pm Pinky Post #1



I was wondering if it's possible to cloak a creep colony in anyway I swear I have seen it done before...

I'm trying to get creep without the generators of creep visible.



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Feb 1 2010, 3:00 pm Neki Post #2



http://www.staredit.net/73922/
http://www.staredit.net/2550/
http://www.staredit.net/15250/
I think the only way you can cloak creep colonies is with a disabled drone. ;o



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Feb 1 2010, 4:48 pm NudeRaider Post #3

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

http://www.staredit.net/206365/
http://www.staredit.net/200724/

I was just skimming these but from what I read cloaking was possible before patch 1.14 but isn't anymore.

About the creep just check the topics or specify what you need the creep for. (Yes it matters)




Feb 1 2010, 5:09 pm Pinky Post #4



I need creep for units to stand on them and then take damage.

I managed to do this, I placed the creep colonies on a high cliff, then cleared a little path using the Rectangular terrain thing - (i cleared a path from the high terrain to the low terrain) so the creep could get through the the lower cliff. I then placed dts in that gap so people couldn't walk up onto that cliff.

As you can see a very finicky little setup and I was looking for a way to have creep just THERE, and not blocky (which I believe I talked about in another topic a looong time ago).

Also out of curiosity is there a way to get the locations to "meld" around the creep (rather then square locations) so as to have a more effective *u have stepped on the creep* detection system?



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Feb 1 2010, 5:35 pm CecilSunkure Post #5



Quote from Pinky
Also out of curiosity is there a way to get the locations to "meld" around the creep (rather then square locations) so as to have a more effective *u have stepped on the creep* detection system?
No there is not. Locations have two coordinates, and I think they are top left and bottom right. I can't remember which. This limits them to creating rectangular shapes.

However, you can be clever when you do this. If the creep is going to be pre-placed, you can place burrowed units on the creep to detect when a player is on the creep. You can also know that if the creep is gone, then the creep colony is no longer there for the corresponding burrowed units.

Just make sure not to use too many burrowed units in your map :P

Post has been edited 1 time(s), last time on Feb 1 2010, 5:39 pm by CecilSunkure. Reason: Moronic grammar.



None.

Feb 1 2010, 6:05 pm Pinky Post #6



How many burrowed units is too many burrowed units? Or are you referring to ccmu?



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Feb 2 2010, 5:46 pm CecilSunkure Post #7



Well, if you constantly center a 2tilex2tile location on each character, then you need to make sure that a player cannot slip through a radius burrowed units (so that the 2x2 location can't fit between two burrowed units on the rim of the creep, or wherever you place burrowed units).

As for too many burrowed units, too many can cause unit lag, especially with older computers. I don't know about an exact number, just try to keep it to a minimum if you do something like this.



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Feb 3 2010, 12:44 am rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

Placing extended units might create just the creep. Get to testing, pinky.

IIRC, disabled preplaced unit sprite colonies will be walkable, but visible and selectable, but not buildable.

Locations have two points, or four lines. I rather think it's easier to think of them as lines, so you have left, right, top, and bottom.

If this is an rpg or something, and you only have a few units with locations constantly centered around them, you can place player 11 lurkers or something sporadically around where you know the creep to be. As long as there is a player 11 lurker in the location, that unit is on the creep.

You can also center multiple locations around the colonies, which will be closer to an oval than just 1 square will be.

Doing so will cause no lag. I believe Cecil is talking about centering a location around the lurkers, and to do that, you'd need to give the lurkers to another player, which creates lag.

If you go with the creep on the ledge approach, know that you can easily get the creep there without dts by placing ANOTHER creep colony where the creep should be, then removing it. The creep will be there, and the colony on the ledge will "support" it. The colony can't create creep unless there is already creep there.



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

Feb 3 2010, 4:23 pm Pinky Post #9



Yes ty Rocky your "support colony" worked perfect. And ty Cecil the burrowed units will work fine except I have decided to make a slight alteration. Since there is so much creep in the area I have set up, I am going to put burrowed units on the "safe path" and just have a trigger "Bring 0 burrowed unit to hero location".



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