I encountered this problem awhile back. I imagine your problem is that you're using them in a loop, or there's just a bunch of them together in a single trigger.
The problem is because they have that wait option to them. So if you have one after the other, each one has to wait for the previous one to finish. And if I remember right, most things wouldn't spawn correctly with drop pods if you didn't use the wait option.
Anyways, on to the solution. What I did was have one trigger that would coordinate the drop location and all that and update a global variable. That same trigger would use a run trigger action to run a trigger that did the actual drop pod action itself. I did a tiny wait action delay (like .01 seconds) within the first trigger just to be sure the second one would be able to grab the correct global variable (as soon as it would run, I'd have the second trigger grab the global variable and store it in it's own local variable).
After seeing another recent post in this forum ("Function settings"), however, I'm thinking there is probably a simpler way to do use via a thread function. The next time I use drop pods, I'll probably try it out.
Do you have a screen shot of how you did this or a map to check out? I'm just starting to get into functions so I'm a little out of my league. I've looked at Blizzard's maps but a lot of their drop pods are pretty staggered and sparse. Thanks.
This is what it looks like in my Stukov - Man or Monster map.
CreepSpreadEventsTimer-Every15.0secondsofRealTimeLocalVariablesConditionsActionsGeneral-Pickeachintegerfrom0to137,anddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(CreepispresentatCreepSpread[(Pickedinteger)].Creep Point) == True
Or
Conditions
(Creep Spread[(Pickedinteger)].Creep Tumor is alive) == False
Creep Spread[(Pickedinteger)].Creep Tumor == No Unit
Then
Variable - Set Tumor # = (Picked integer)
Trigger - Run Creep Spread - Make the Tumors (Check Conditions, Don't Wait until it finishes)
General - Wait 0.01 Game Time seconds
Else
Creep Spread - Make the Tumors
Events
Local Variables
Local Creep Tumor # = Tumor # <Integer>
Conditions
Actions
Campaign - Create Zerg drop pod at Creep Spread[LocalCreepTumor#].Creep Point with (Last created units) (Wait until it finishes)
Unit - Create 1 Creep Tumor (Burrowed) for player 3 at Creep Spread[LocalCreepTumor#].Creep Point using default facing (No Options)
Variable - Set Creep Spread[LocalCreepTumor#].Creep Tumor = (Last created unit)
I have all my creep tumors in a array record which records the unit itself, and their intended position. The Tumor # is a global variable that let's the second trigger know which creep tumor is being made via drop pod. I imagine a function version would be similar, but again, I haven't tried it out yet.
My problem is I want it to rain drop pods. I missed around with some stuff and got this to work okay. The Wait/Don't Wait part of the last Drop Pod Action seems to do something as well as inserting wait times. I'm still missing around with this and there might be a trigger or function I could be using, but this is the best I could do for it raining drop pods. Any help is much appreciated.
Hey folks,
I'm trying to do a scene with zerg drop pods raining from the sky. Unfortunately, they fall from the sky at an insanely slow rate.
I went into the data editor and found that I could only increase the speed of the drop, but not its spawn rate.
@Hockleberry: Go
There will likely be a persistent or buff to provide the delay.
I encountered this problem awhile back. I imagine your problem is that you're using them in a loop, or there's just a bunch of them together in a single trigger.
The problem is because they have that wait option to them. So if you have one after the other, each one has to wait for the previous one to finish. And if I remember right, most things wouldn't spawn correctly with drop pods if you didn't use the wait option.
Anyways, on to the solution. What I did was have one trigger that would coordinate the drop location and all that and update a global variable. That same trigger would use a run trigger action to run a trigger that did the actual drop pod action itself. I did a tiny wait action delay (like .01 seconds) within the first trigger just to be sure the second one would be able to grab the correct global variable (as soon as it would run, I'd have the second trigger grab the global variable and store it in it's own local variable).
After seeing another recent post in this forum ("Function settings"), however, I'm thinking there is probably a simpler way to do use via a thread function. The next time I use drop pods, I'll probably try it out.
@MaskedImposter: Go
Do you have a screen shot of how you did this or a map to check out? I'm just starting to get into functions so I'm a little out of my league. I've looked at Blizzard's maps but a lot of their drop pods are pretty staggered and sparse. Thanks.
@Hockleberry: Go
This is what it looks like in my Stukov - Man or Monster map.
I have all my creep tumors in a array record which records the unit itself, and their intended position. The Tumor # is a global variable that let's the second trigger know which creep tumor is being made via drop pod. I imagine a function version would be similar, but again, I haven't tried it out yet.
I'm looking for how to make them spawn faster. Like rain drops from the sky. :) At the moment they spawn like every 6 seconds.
My problem is I want it to rain drop pods. I missed around with some stuff and got this to work okay. The Wait/Don't Wait part of the last Drop Pod Action seems to do something as well as inserting wait times. I'm still missing around with this and there might be a trigger or function I could be using, but this is the best I could do for it raining drop pods. Any help is much appreciated.