I need to create a behavior which instantly creates 3 larva for a hatchery.
I tried using a modified version of the queen ability as suggested in theseposts but it is unacceptable for a competitive map, as the larva take a second and a half to spawn after the ability (while high level players will have already tried to build their first drone long before that).
I tried modifying the duration but then the larva don't spawn. I can't seem to find what behavior or effect actually spawns the larva...the data editor is so goddamn confusing.
This is off the top of my head, but why dont you make this larva ability be a train ability? Have it spawn 3 larvas and train time be 0 and that should be it. If you want to have a fancy animation when they spawn then thats a different story and ill have to go into it more. Just tell me if that will work for ya.
I don't need a fancy animation. But whatever the solution it needs to have no impact on the game balance or units after the start of the game. I don't fully understand what your are proposing but I am definitely interested.
I have found a sort of solution but there are a lot of problems.
By modifying the normal spawn larva ability I was able to get 3 instant larva, but they aren't connected to the hatchery for some reason so they aren't selected when you use the larva selection ability on the hatchery. Also they don't seem to count towards the 3 larva the hatchery is allowed to have, so it gets 6 instead.
What a nightmare. Alright I have created a behavior which adds 3 larva instantly to the hatchery on spawn, but now I need to make it so this behavior only applies to the hatchery a player starts with and none of the others. If creating a duplicate hatchery wasn't such an unstable process I would just do that, but I don't trust myself to get it right given the complexity of matching all of the actors and other crap.
So, any ideas on a requirement that will make it so only the first hatchery will be able to use this behavior?
Well sorry to keep bumping this but I have completed my little mod to get this to work and I wanted to go ahead and post it so if anyone else ever runs into this problem they don't have to deal with it.
There is another issue with using "Spawn Default Melee Units" for Zerg (after map initialization anyways), and that is creep. In a normal melee game the creep starts out already spread to the maximum around the hatchery. I have not solved that problem with this modfile because I have had more than I can take of the Data editor for the day so I am going to solve it in my map via triggers.
And to clarify the problem: When you use the "Create race for player starting units at location" action after map initialization, it spawns the hatchery without any larva, and without any creep spread. In a normal melee game you start with three larva and maxed creep for the hatchery. This mod only solves the three larva issue.
If someone else wants to take a crack at making that work (only for the first hatchery) be my guest.
What is the ultimate goal? If it's a "reset button" either trigger it or make said button an ability which also spawns the larvae and applies a 1000% chronoboost (or an invisible spawner unit?) to the hatchery.
If you want to delay the spawning for cutscenes don't actually delay it, just hide the units via triggers or SetVisibility actor actions.
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I need to create a behavior which instantly creates 3 larva for a hatchery.
I tried using a modified version of the queen ability as suggested in these posts but it is unacceptable for a competitive map, as the larva take a second and a half to spawn after the ability (while high level players will have already tried to build their first drone long before that).
I tried modifying the duration but then the larva don't spawn. I can't seem to find what behavior or effect actually spawns the larva...the data editor is so goddamn confusing.
I would really appreciate any help with this.
This is off the top of my head, but why dont you make this larva ability be a train ability? Have it spawn 3 larvas and train time be 0 and that should be it. If you want to have a fancy animation when they spawn then thats a different story and ill have to go into it more. Just tell me if that will work for ya.
I don't need a fancy animation. But whatever the solution it needs to have no impact on the game balance or units after the start of the game. I don't fully understand what your are proposing but I am definitely interested.
I have found a sort of solution but there are a lot of problems.
By modifying the normal spawn larva ability I was able to get 3 instant larva, but they aren't connected to the hatchery for some reason so they aren't selected when you use the larva selection ability on the hatchery. Also they don't seem to count towards the 3 larva the hatchery is allowed to have, so it gets 6 instead.
Damn.
What a nightmare. Alright I have created a behavior which adds 3 larva instantly to the hatchery on spawn, but now I need to make it so this behavior only applies to the hatchery a player starts with and none of the others. If creating a duplicate hatchery wasn't such an unstable process I would just do that, but I don't trust myself to get it right given the complexity of matching all of the actors and other crap.
So, any ideas on a requirement that will make it so only the first hatchery will be able to use this behavior?
Well sorry to keep bumping this but I have completed my little mod to get this to work and I wanted to go ahead and post it so if anyone else ever runs into this problem they don't have to deal with it.
There is another issue with using "Spawn Default Melee Units" for Zerg (after map initialization anyways), and that is creep. In a normal melee game the creep starts out already spread to the maximum around the hatchery. I have not solved that problem with this modfile because I have had more than I can take of the Data editor for the day so I am going to solve it in my map via triggers.
And to clarify the problem: When you use the "Create race for player starting units at location" action after map initialization, it spawns the hatchery without any larva, and without any creep spread. In a normal melee game you start with three larva and maxed creep for the hatchery. This mod only solves the three larva issue.
If someone else wants to take a crack at making that work (only for the first hatchery) be my guest.
@rtschutter: Go
What is the ultimate goal? If it's a "reset button" either trigger it or make said button an ability which also spawns the larvae and applies a 1000% chronoboost (or an invisible spawner unit?) to the hatchery.
If you want to delay the spawning for cutscenes don't actually delay it, just hide the units via triggers or SetVisibility actor actions.