I am having a massive problem in my map. For some reason when a hatchery converts to a lair, the larvae that are associated with it disassociate themselves. So, the larvae still exist but when you click the lair the larvae hotkey will read 0 instead of 3.
I am in urgent need of a solution to this problem as I was planning to release my map tomorrow to the public and it's designed for competitive play, so obviously this is not acceptable.
I was forced to make some changes to the hatchery to fix an SC2 bug, where using 'spawn default melee units' does not work correctly for zerg unless you do it during map initialization. More information about this bug and my solution to it is available in this thread. I am not certain if the two problems are related or if my solution to the other problem is causing this new one. I would really appreciate any help you guys can offer.
What is the concept of your fix? If you modded the hatchery ability/behavior that spawns the larva you have to give the modded version to the lair+hive.
Could you tell what exactly happens in your map before the hatchery is needed? If there's no ingame race selection you can just spawn the units at map initialisation, hide them via triggers, and set the energy of all nexi to 0 the instant you start actual gameplay.
There is in game race selection, but even if I eliminated that the game does not know which players to spawn units for until after the in game lobby (there may be as many as 14 players in a 1v1 game).
I made this map in hopes it will make it easier for people to help me find a solution. The map includes my larva modification as well as speeds up the process of morphing a lair and building a spawning pool so you can instantly see the problem in action and test possible solutions. It also allowed me to 100% verify that the problem is related to my custom larva solution.
The larvae created through my mod are created using the same method as a normal larva spawn, so I don't know what I would do to 'hand over' the modded larva to the lair.
Currently unable to access map dependency, Bnet down for maintenance. I instead loaded up your mod from the other thread, which may be outdated.
You didn't add the copied spawn behavior to the Lair or Hive, this is pretty much guaranteed to break the link. You also didn't set the Conjoined Link on the spawn behavior, which includes a "share selection" flag.
The mod file from the other map is the same version I have on battle.net. I don't really understand how to do the stuff you are suggesting, can you post a map with the changes so I can see them?
This is your mod with the changes made, at least that should fix it. Just one problem though: Your Requirement will allow instant larva spawning if the Zerg goes 2base (1 hatch 1 lair) or after a basetrade/hatch snipe. You should add the Spawn Larva buff via triggers when creating the first hatchery, not add it to the data entry.
I don't even remember how my own mod works, I am sure that what you are suggesting makes sense but not to me at the moment. I can say that the way I have implemented the mod into my map that it does not instantly spawn larva for any hatcheries created after the first.
Your changes seem to work so I am going to study what you did and try to implement them in my map. Thank you very very much.
Maybe I misread your Requirement, the Total setting should work as intended. I think there's a different, very minor loophole in that if one was to use up a larva within 0.15 seconds after the hatchery was spawned it would be replaced instantly. Not sure if this is possible in your map based on UI transitions and the exact spawn timings, a simple fix is to reduce the buff duration or increase the respawn delay on the "instant" larvae (0.05 duration or 0.04 spawn delay should work)
I had to set it to .15 because anything lower than that and the larva were not spawning for some reason, or it would only spawn one or two instead of all three. I don't think even the most pro pros can select the hatch and build a drone that fast though.
I replaced the spawn larvae behavior with =instant larva on both the lair and hive and it is now working as intended, are you certain I need to do the conjoined link to spawn larva conjoined thing?
I don't know if you need it, but I assume it exists for some component of linked selection or similar. It might be a useless artifact of a previous build, but I see no reason not to add it.
I am having a massive problem in my map. For some reason when a hatchery converts to a lair, the larvae that are associated with it disassociate themselves. So, the larvae still exist but when you click the lair the larvae hotkey will read 0 instead of 3.
I am in urgent need of a solution to this problem as I was planning to release my map tomorrow to the public and it's designed for competitive play, so obviously this is not acceptable.
I was forced to make some changes to the hatchery to fix an SC2 bug, where using 'spawn default melee units' does not work correctly for zerg unless you do it during map initialization. More information about this bug and my solution to it is available in this thread. I am not certain if the two problems are related or if my solution to the other problem is causing this new one. I would really appreciate any help you guys can offer.
What is the concept of your fix? If you modded the hatchery ability/behavior that spawns the larva you have to give the modded version to the lair+hive.
Could you tell what exactly happens in your map before the hatchery is needed? If there's no ingame race selection you can just spawn the units at map initialisation, hide them via triggers, and set the energy of all nexi to 0 the instant you start actual gameplay.
There is in game race selection, but even if I eliminated that the game does not know which players to spawn units for until after the in game lobby (there may be as many as 14 players in a 1v1 game).
I made this map in hopes it will make it easier for people to help me find a solution. The map includes my larva modification as well as speeds up the process of morphing a lair and building a spawning pool so you can instantly see the problem in action and test possible solutions. It also allowed me to 100% verify that the problem is related to my custom larva solution.
The larvae created through my mod are created using the same method as a normal larva spawn, so I don't know what I would do to 'hand over' the modded larva to the lair.
Anyways here is the map:
Currently unable to access map dependency, Bnet down for maintenance. I instead loaded up your mod from the other thread, which may be outdated.
You didn't add the copied spawn behavior to the Lair or Hive, this is pretty much guaranteed to break the link. You also didn't set the Conjoined Link on the spawn behavior, which includes a "share selection" flag.
The mod file from the other map is the same version I have on battle.net. I don't really understand how to do the stuff you are suggesting, can you post a map with the changes so I can see them?
This is your mod with the changes made, at least that should fix it. Just one problem though: Your Requirement will allow instant larva spawning if the Zerg goes 2base (1 hatch 1 lair) or after a basetrade/hatch snipe. You should add the Spawn Larva buff via triggers when creating the first hatchery, not add it to the data entry.
I don't even remember how my own mod works, I am sure that what you are suggesting makes sense but not to me at the moment. I can say that the way I have implemented the mod into my map that it does not instantly spawn larva for any hatcheries created after the first.
Your changes seem to work so I am going to study what you did and try to implement them in my map. Thank you very very much.
Oh right, I don't think the requirement does what you suggest. It counts even dead hatcheries if I am not mistaken.
I changed the following:
Maybe I misread your Requirement, the Total setting should work as intended. I think there's a different, very minor loophole in that if one was to use up a larva within 0.15 seconds after the hatchery was spawned it would be replaced instantly. Not sure if this is possible in your map based on UI transitions and the exact spawn timings, a simple fix is to reduce the buff duration or increase the respawn delay on the "instant" larvae (0.05 duration or 0.04 spawn delay should work)
I had to set it to .15 because anything lower than that and the larva were not spawning for some reason, or it would only spawn one or two instead of all three. I don't think even the most pro pros can select the hatch and build a drone that fast though.
I replaced the spawn larvae behavior with =instant larva on both the lair and hive and it is now working as intended, are you certain I need to do the conjoined link to spawn larva conjoined thing?
I really appreciate your help.
I don't know if you need it, but I assume it exists for some component of linked selection or similar. It might be a useless artifact of a previous build, but I see no reason not to add it.
Are you sure it is not just an alias issue?
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