Alright, I recently had a rather interesting idea, using larva as some sort of missile type projectile, because they're bound to their hatcheries/lairs/hives.
However, I have yet to figure out exactly how to get them away from their hives without a crash, and I also haven't figured out how to effectively make any real usage of them other than another special effect on a bound map to make it look good.
I thought that there could maybe be a defense game made in which two teams of 3 could fire larva at each other, but it would be rather slow paced, and overall probably be very boring. Another idea was to use the larva to gamble, but that's probably been done before.
I thought of making larva racing for awhile, then decided against it after realizing that they all run at the same speed. It's possible that I could have a P14 larva that ran faster, then which larva it was could be gambled on, but I really don't think it'd be that great of a map.
What do you guys think? I'm pretty sure some of these have been thought up before, but if it's not too much trouble, I'd like some feedback nonetheless.
Oh yeah anyone who knows exactly how to get the larva away from the hatchery so that it runs toward it tell me because I haven't figured it out yet...
Edit: would there be any possible way to make a larva bound?
i'm not too sure about larva usage but fyi there are plenty of larva bounds already made.
QUOTE(Zeratul_101 @ May 24 2006, 06:50 PM)
i'm not too sure about larva usage but fyi there are plenty of larva bounds already made.
[right][snapback]491900[/snapback][/right]
There are VERY much s**t-bounds with "dodge the larva" levels. Those bounds are made in 10 minutes and they are the reason many people don't like bounds... I think.
QUOTE(Jammed @ May 24 2006, 11:39 AM)
There are VERY much s**t-bounds with "dodge the larva" levels. Those bounds are made in 10 minutes and they are the reason many people don't like bounds... I think.
[right][snapback]491911[/snapback][/right]
I love the Dodge the larva levels
way better than the random exploding archon levels that you can run
You could try having larvas patrol from one area to another to make it move there instead of walking around randomly
but, you would have to make buildings that spawn creep so that it doesn't walk off of it
On larvae bounds you can center a location on a larvae. If "Player X" brings one unit to that location, kill current player.
QUOTE(Jammed @ May 24 2006, 10:39 AM)
There are VERY much s**t-bounds with "dodge the larva" levels. Those bounds are made in 10 minutes and they are the reason many people don't like bounds... I think.
[right][snapback]491911[/snapback][/right]
10 minutes really? i can do one in less than 1...
anyways, i'm a larva dodge lover too
yay for the larvas!
And actually larvas can be used as spell casting system too..
Example. i want fire spell! fire spell is drone, make larva morph into drone and done!!!!
I've made a defense map with larvae
its just you create a zerg unit from a larva and then it turns into a different unit you use to defend with
larvae are very good for unit production because you can create 9 different units from that one (whereas the second closest number would be 5).
so with 9 options available you can do a lot of things.
example:
-potion making: the nine units are different ingredients
i unno, but theres nine units so you can do a lot
Why did it take you time to "realize" larvae moved at the same speed, lol?
It's an average idea. I'm pretty sure anyone can think of that. Also, what would be the gameplay for people? Sitting and wishing that a larva gets to the end first? No action? Doubful that people will play that game.
Just so you guys know, it's not larva dodge that killed bounds, it's the fact that noobs kept mass producing crap and more crap. All the same crap. Then they decided to make hard crap that noobs were intimidated by as to be like the old bound makers, one of the most known being MisTeeq. People just need to make original maps and move on. A lack of innovation is the main element that killed bounds.
I used larvas off creep and in one position in one of my maps I am making to buy units..
You can do lots with larva, and I am sure you can make them not in love with their hatcheries.
make a new defence using larva....maybe attacking....like chicken defence...
You can perplace larva and move them to get to make larva not attached to the hatchery.
Larvae can be moved off of the creep with a trigger. Once done, they will attempt to return to their Hatchery.
To prevent this, run the following trigger actions:
PLAYERS:
• Larva owner (computer)
ACTIONS:
• Run AI Script "Set Generic Command Target" at "Destination".
• Run AI Script "Make These Units Patroll" at "Current Larva Position".
I don't understand how you've gotten crashes from this.
Damn you insepecteur. You got here before I could.
Edit:
You forgot to mention that thoes AI triggers also make the larva run off the creep.
The junk yard dog AI Script can "detach" larva. They will leave the hive to go seek fame an glory.
They can walk off the creep without dying too.
i got a question of my own, is there a way to make a batch of larva morph into a units one at a time using triggers? it doesn't matter which unit, but they have to morph themselves individually
QUOTE
i got a question of my own, is there a way to make a batch of larva morph into a units one at a time using triggers? it doesn't matter which unit, but they have to morph themselves individually
Nope.
You could find ways to make it look like they are, but you cannot make them actually morph.
Unless you found a way using AI scripts to make them build, and then controlled what they can and can't build.
QUOTE
You could find ways to make it look like they are, but you cannot make them actually morph.
Unless you found a way using AI scripts to make them build, and then controlled what they can and can't build.
Even using an AI script they won't all morph at once.
AI scripts work perfectly. It's a matter of controll, and requirements. You can make a larva morph into any unit you desire, at any time you desire, and at any number you desire.
I have been working with AI scripts very frequently, lately.
QUOTE
AI scripts work perfectly. It's a matter of controll, and requirements. You can make a larva morph into any unit you desire, at any time you desire, and at any number you desire.
I have been working with AI scripts very frequently, lately.
Do you have a map that can demonstrate this?
Not at the moment. I will compose one when I feel.
Giving units is a good way to alter the number of units the computer will train. The type of unit is dependant on the units the computer currently owns. Computers will only make units when they have specific resource ammounts(resource handling is somewhat tricky. Ex: A computer will build an SCV faster if you take away a mineral, and add it again, so that it registers it as being "received", after a few milliseconds into the game.)
To CHANGE AI scripts without screwing the computer over, all you need to do is give all units to another player, run the new AI script, and give all the units back.
If the computer's AI meets all requirements to build zerglings, then it will build them. Ex: It must have X number of drones, it must have at least 1 hatchery, it must have at least 1 spawning pool, it must have enough overlords, it must have at least X creep colonies, etc.
hm, the idea seems right, but have you actually done this or is it still hypothetical?
also, would it still work when the larva are not near a hatchery?
It "should" work when the larva are not near the hatchery, and yes I have tested this. I was working on a zerg AI(But abandoned it as giving units that were hatching would crash), I got the Zerg to build a second overlord earlier than it would have by giving its current overlord to another computer, and giving it back. I made it build extra hatcheries as I saw fit, by giving a drone to another computer, and running a script for that computer, and giving hatcheries owned by that computer back to the original player.