Simple project I guess, I want to make a creep tumor that spreads creep on the entire map. To achieve this, I can modify it's pathing, but I'm curious as how the new creep spread is handled in HotS. The more tumors next to each other, the faster it does spread. Also, if you only have a single tumor, does creep the covered surface value expand in a linear fashion or exponential? In other words, would a huge creep covered zone expand slower than a small one with only one tumor at the center?
Linear since each tumour has a Creep Source behaviour that applies so many tiles per second to non-creeped terrain. As the area needing to be covered quadruples for every doubling of the size the time taken changes by the power of 2.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Tx for your help. it also seem that the max patching for anything is 48 by 48. Would there be any way to make it as big as the biggest map size without having to use more than one tumor and/or triggers?
I can't find any effects that spawn creep, so probably not.
What you can do is spawn invisible dummy units using Persistent offsets and tie their life to the central tumor using a CasterNotDead validator. The creep won't recede in the usual fashion though, as each dummy unit would have to be an independent creep source. You could build a system to imitate the usual behavior using expanding searches (instead of killing all dummies at once), but that would be horribly complicated and only works on the length scale of whatever size each individual creep footprint is.
Hello guys,
Simple project I guess, I want to make a creep tumor that spreads creep on the entire map. To achieve this, I can modify it's pathing, but I'm curious as how the new creep spread is handled in HotS. The more tumors next to each other, the faster it does spread. Also, if you only have a single tumor, does creep the covered surface value expand in a linear fashion or exponential? In other words, would a huge creep covered zone expand slower than a small one with only one tumor at the center?
Linear since each tumour has a Creep Source behaviour that applies so many tiles per second to non-creeped terrain. As the area needing to be covered quadruples for every doubling of the size the time taken changes by the power of 2.
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
Tx for your help. it also seem that the max patching for anything is 48 by 48. Would there be any way to make it as big as the biggest map size without having to use more than one tumor and/or triggers?
I can't find any effects that spawn creep, so probably not.
What you can do is spawn invisible dummy units using Persistent offsets and tie their life to the central tumor using a CasterNotDead validator. The creep won't recede in the usual fashion though, as each dummy unit would have to be an independent creep source. You could build a system to imitate the usual behavior using expanding searches (instead of killing all dummies at once), but that would be horribly complicated and only works on the length scale of whatever size each individual creep footprint is.
Always the Modify Creep trigger.
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