Using the built-in Trigger action "Set Starting Units for Player" for Zerg will create the hatchery and drones and order the drones to start collecting nearby minerals. However, it does not create the 3 starting larvae. In order to correct this, I've tried to manually create the 3 larvae using "Create Units" but then they don't seem to be tied to the hatchery and new larva get spawned up to 6 total, which is not desirable. Another way I've tried to fix this is by using the "Queen - Spawn Mutant Larva (Apply Spawn Behavior)" on the hatchery, which does produce the desired result. However, it takes about a second for the animation of the Effect to finish before the player can select the larva, which is a problem.
(1) Is there a way to to create the larvae using "Create Units" and then associate them with the hatchery to prevent the 6 larva issue?
(2) Is there a way to pause the workers from gathering minerals so that I can bring everything in ahead of time using the Spawn Larva effect and then after the animation is done allow the player to control the units and begin mining minerals at that point?
(3) Any other suggestions on how to emulate the normal Zerg melee start?
I was able to solve this by using method (2). I used Issue Order action to order all the workers to Stop, then ordered them to Gather the closest mineral patch to the starting point after a brief Wait.
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Using the built-in Trigger action "Set Starting Units for Player" for Zerg will create the hatchery and drones and order the drones to start collecting nearby minerals. However, it does not create the 3 starting larvae. In order to correct this, I've tried to manually create the 3 larvae using "Create Units" but then they don't seem to be tied to the hatchery and new larva get spawned up to 6 total, which is not desirable. Another way I've tried to fix this is by using the "Queen - Spawn Mutant Larva (Apply Spawn Behavior)" on the hatchery, which does produce the desired result. However, it takes about a second for the animation of the Effect to finish before the player can select the larva, which is a problem.
(1) Is there a way to to create the larvae using "Create Units" and then associate them with the hatchery to prevent the 6 larva issue?
(2) Is there a way to pause the workers from gathering minerals so that I can bring everything in ahead of time using the Spawn Larva effect and then after the animation is done allow the player to control the units and begin mining minerals at that point?
(3) Any other suggestions on how to emulate the normal Zerg melee start?
I was able to solve this by using method (2). I used Issue Order action to order all the workers to Stop, then ordered them to Gather the closest mineral patch to the starting point after a brief Wait.