hello there,
was anybody able to create a make creep behaviour larger than "large". i somehow hit a wall larger than 31x31.
i have upgradeable tumors. upgrading it to larger than 31x31 causes the creep to even shrink at the top but grow to the left.
an ideas for a workaround? i dont want to place lots of dummy tumors (they also wont make a circle) and triggers seem a bit akward since i would need to simulate a creep grow behavior and a creep decay behaviour if the tumor gets destroyed.
further testing results: nothing bigger than the "large" default makecreep is possible, 31x31 just wont bug.
maybe i shouldn't have copied it but made a footprint from scratch, which i will test tommorow.
this brings me to the next issue, the maximum sightrange is 16, everything above will remove the blackmask but not the fow. this is so fucked up.
Perhaps a trigger/data hybrid? There's an action for creating creep. And you could use the function 'point with polar offset' to get points away from the building or what have you. However, this wouldn't distinguish between height levels, but you may be able to do something with conditions (checking heights n such).
in fact i have created an action that calculates the angle based on distance for every point, so the distance between each point of the circle stays constant and i am able to draw creep as a circle. this looks a bit strange since the creep doesnt "grow" (play anim) and adjusting this function to draw a random point of the circle but still being effient is tedious (would need to jump xth* angle but still fill every point, i would need a function that is independed of the number of points but still visits all of them, math is tedious).
this ignores cliffs completely, adding this would be really hard (so many special cases with ramps, or could i just draw 2 times, but in opposite directions?!)
anyway i can live with that and i think i found a solution for the vision by using a persistant effect. too bad that tere is no nice solution.
update:
uncheck the Line of Sight flag on the unit allows to extend vision to 32. same with persistant effects.
48x48 is the biggest footprint you can make.
Never tested any creep source that big before so do not know.
Besides the biggest map is only 256 along any axis so 81 units would cover it.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
further testing results: nothing bigger than the "large" default makecreep is possible, 31x31 just wont bug. maybe i shouldn't have copied it but made a footprint from scratch, which i will test tommorow. this brings me to the next issue, the maximum sightrange is 16, everything above will remove the blackmask but not the fow. this is so fucked up.
Perhaps a trigger/data hybrid? There's an action for creating creep. And you could use the function 'point with polar offset' to get points away from the building or what have you. However, this wouldn't distinguish between height levels, but you may be able to do something with conditions (checking heights n such).
in fact i have created an action that calculates the angle based on distance for every point, so the distance between each point of the circle stays constant and i am able to draw creep as a circle.
this looks a bit strange since the creep doesnt "grow" (play anim) and adjusting this function to draw a random point of the circle but still being effient is tedious (would need to jump xth* angle but still fill every point, i would need a function that is independed of the number of points but still visits all of them, math is tedious).
this ignores cliffs completely, adding this would be really hard (so many special cases with ramps, or could i just draw 2 times, but in opposite directions?!)
anyway i can live with that and i think i found a solution for the vision by using a persistant effect. too bad that tere is no nice solution.
update: uncheck the Line of Sight flag on the unit allows to extend vision to 32. same with persistant effects.