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[ABILITY/REQUIREMENTS] Creep Tumors Placement & Buildings

  • 10 posts
    #1 Nov 08, 2012 at 16:57 UTC - 0 likes

    I am trying to allow my creep tumors to morph into buildings. Because the tumor takes up 1x1 square, what is the best way to allow them to morph into a Zerg building? Right now, I have the buildings added to my command card but cannot place them due to the 1x1 square.

    What do I need to change to allow creep tumors to be built on normal (non-creep) ground? My Burrowed Creep Tumor and Creep Tumor units do not have the "On Creep" or "Zerg Building Not on Creep" which, from what I have read, is the way to do it with most Zerg buildings. I am assuming because Creep Tumors are a Creep generator that there might be an issue.

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    #2 Nov 08, 2012 at 21:44 UTC - 0 likes

    Check the Movement: Pathing Footprint - Placement footprint on the unit.

    The tumour requires an on creep one, just remove it.

    #3 Nov 09, 2012 at 04:26 UTC - 0 likes

    @DrSuperEvil: Go

    Thanks for the help, DrSuperEvil. So, for my first problem, I made the change so that Creep Tumors can be built anywhere which works fine. An issue that I am running into is that there is 1x1 collision while the Creep Tumor is building. I have tried to check "Disable Collision" and uncheck "Ignore Collision" within the Creep Colony - Burrow Ability, and it has not changed the effect. Do I need to change something with an Actor to fix it?

    For my second problem, I changed the Pathing Footprint and Pathing Footprint - Placement to Footprint 2x2 No Collision. I can now build Spine Crawlers in the place of Creep Tumors, but now units can walk through them, and I can root as many Spines as I want on top of each other. I can lose the unit collision, but stacking Spines would not be good. Do I need to create a new type of footprint, or is this the only way that I will be able to solve the problem?

    #4 Nov 09, 2012 at 20:28 UTC - 0 likes

    The creep tumour ability involved two units, check both have had the footprints altered. Only Doodad actors can have footprints so the only issues with be under the Units data type.

    Just do how the refinery units are built on the vespene geyser units. In short Behavior: Built On field of the unit and then make sure the units have comparable sized footprints.

    #5 Nov 11, 2012 at 05:23 UTC - 0 likes

    @DrSuperEvil: Go

    Problem one is solved.

    My second problem is that, when I uproot my spines, I cannot reroot them using the Behavior: Built On. I have it so that it builds on Creep Tumors. My other solution was to create a dummy unit that is exactly like the Spine Crawler, but it crashes my game every time I try to place the dummy unit for some reason.

    #6 Nov 11, 2012 at 08:13 UTC - 0 likes

    Cant you have the uprooted ones do a suicide build?

    #7 Nov 11, 2012 at 17:26 UTC - 0 likes

    @DrSuperEvil: Go

    I am afraid I have no idea what that means, and I could find nothing in the editor related to the word suicide. I also searched on Google to try to find anything related but came out unfruitful.

    What is a suicide build, and how do I achieve it?

    #8 Nov 11, 2012 at 21:11 UTC - 0 likes

    Like the zerg drone does when building. Used the Woker Hide and Worker Kill on Complete flags of the Build ability.

    #9 Nov 16, 2012 at 15:05 UTC - 0 likes

    Looked more into it. The Spine Crawler - Root is a Morph Placement ability type, and the Stats: Flags are not the same as a Build ability type which is what the Drone is. So, those flags are not available to me for a Morph Placement. I am going to play around with it and see if I can make it a Build ability type without anything breaking.

    Might go just go with plan B: get rid of root and uproot.

    #10 Nov 16, 2012 at 22:43 UTC - 0 likes

    Only build has the build on feature. A workaround would be possible using an Effect - Target ability set in a similar way to the raven auto turret placement that reqires the creep tumour within a very limited radius (location range validator) and then orders the crawler to morph on the tumour but then as a morph final effect destroys the tumour. An alternative is an instant second automatic morph that changes the unit from a dummy without a footprint to a crawler with one.

    Last edited Nov 16, 2012 by DrSuperEvil
  • 10 posts

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