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Staredit Network -> Modding Assistance -> Like Larvae, but not!
Report, edit, etc...Posted by XrPLeon on 2006-05-28 at 13:41:59
Okay, I'm having a little trouble (i'm quite inexperienced at modding) with my zerg units. What i want to do is make hydralisks survive only on creep, like buildings, like larvae. I tried checking the creep thing in the movement flags tab of units (i'm using Datedit) but that didn't work. I tried searching the forums but I dont wanna go through 33 pages with the word 'creep'. Can somebody help me out? Do I need scripting for this?
Report, edit, etc...Posted by nirvanajung on 2006-05-28 at 18:15:24
hmmm wat a interesting subject~!
i think hydralisk on creep thing is come under to buildings
so i mean, that is differenct property

and larva are can move on the other all ground that ur thought wat larva things
is not wrong

Anyway...i'm not quite sure about that , but basically that come under to buildings, i think so
Report, edit, etc...Posted by Yarry on 2006-05-29 at 01:58:43
1. creep movements flag doesnt have all of it

all ground units should already have creep checked, zerg buildings have need creep checked under advanced, try checking that and check out the larvas AI, it might have something under there that might help <---- all done under a dat editor
Report, edit, etc...Posted by Voyager7456(MM) on 2006-05-29 at 12:19:09
You can set their idle order to "Larva". That will have them only survive on Creep, but it will also make them wander around like Larva do.
Report, edit, etc...Posted by SuperToast on 2006-05-29 at 15:43:23
I tried for a long while to get this to work, and nothing I could find did.
Report, edit, etc...Posted by XrPLeon on 2006-05-29 at 18:02:18
Thanks for the ideas guys, The building flag didn't work, the larva order does but they do indeed wander around. I think i'll try this on lurkers and see what happens with the larva idea, even when burrowed yawn.gif
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-05-29 at 18:08:56
It's funny how often the most likely solution is the most ignored tongue.gif

As for how to get it to work, try unchecking all the flags except creep in the Movement/Sound tab using DatEdit

ADDITION: Just so you know, the units AI Actions don't have to be changed in order for it to work, they don't effect it at all tongue.gif
Report, edit, etc...Posted by BroodKiller on 2006-06-02 at 15:07:06
Do NOT, I repeat: do NOT use or rely in any way on the Movement flags other than the "mine-safe" movement. They are incorretly labeled, something I have fixed in the yet-to-be-released DatEd 1.1. They ARE NOT related to movement, although they may appear to.

You may consider emulating the effect by checking the Building flag and the Requires Creep flag. Although I can't guarantee it'll work, that's how the zerg buildings are prevented from being placed away from creep.
Report, edit, etc...Posted by SuperToast on 2006-06-03 at 01:22:44
Would you mind telling us what they are used for then?
Report, edit, etc...Posted by BroodKiller on 2006-06-03 at 04:12:15
The thing is - I don't know. I asked DoA about it awhile ago and he said that he couldn't find any of them being used other than with the "mine-safe" movement. He didn't search everywhere though, so the possibility still exists they're used for something, but it is rather unlikely.
Report, edit, etc...Posted by SuperToast on 2006-06-03 at 12:07:48
Allright, that works I guess. All I have noticed is some correlation between the numbers listed in buildable/unknown 3 for a tileset in tiledit. An example would be creep tiles within the tileset get a listing of buildable:4 and unknown 3:0, they make 40 which correlates to creep as 0x40. Also many tiles that can only be flown over have numbers like Buildable:8 unknown 3:4, 84 might then correspond with 0x04 air and 0x80 mine safe.

That could be entirely speculation, and is most likely simply coincedtial, but that's the only thing I have noticed.
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