Staredit Network > Forums > Modding Assistance > Topic: Creep Production
Creep Production
Jun 29 2009, 8:52 pm
By: Lord_Jeremy  

Jun 29 2009, 8:52 pm Lord_Jeremy Post #1



Does anyone know how creep production works in Starcraft? My goal is to modify a non-moving unit to produce creep, just like the creep colony. The only difference between a creep colony and any other building as far as DATs go is the AI actions. A creep producing building has their idle actions set to creep producing orders. However when I try setting another buildings AI actions the same way, creep is not produced.



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Jun 29 2009, 9:16 pm Yawgmoth Post #2



Maybe you should use Firegraft to achieve that effect. But, the DAT modificacion should work. I've given the "Initializing Arbiter" AI Action to several units and it cloaks the nearby units...... However there in Firegraft you should find the Dat Requirement or the EXE Edit that modifies who can and who cannot get the ability to produce creep (I'm not really sure if there is the specific option, as far I know the Initializing Nearby Units only has three slots to make uncloakable units, maybe the creep growth has a similar restriction.

Search through Firegraft, the EXE Edit/Dat Requirements lists are not very long.



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Jun 29 2009, 10:25 pm Biophysicist Post #3



I once made the Extractor produce Creep by modifying the AI actions and it worked fine. You did something wrong. Maybe you could post the MPQ?



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Jun 30 2009, 7:33 pm Lord_Jeremy Post #4



Well I'm entirely stumped. I tried setting the AI Actions and I tried modifying the order requirements in Firegraft, but no luck. I've posted the MPQ and the Firegraft patch exe. Maybe there's some hardcoded aspect to creep production and something like in the beta the extractor was a creep producer? I'll try looking for other things to fiddle with but I don't think I overlooked anything...

Attachments:
patch.mpq
Hits: 1 Size: 72.27kb
test.exe
Hits: 0 Size: 192.77kb



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