Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Zombies Production Help
[SOLVED] Zombies Production Help
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Dec 29 2011, 9:59 pm
By: Narz  

Dec 29 2011, 9:59 pm Narz Post #1



Hi, I'm Narzy(Bnet East) and I'm trying to revive my World War Z map. I lost the original files (I'm dumb) so I'm starting from scratch.

In this map the production for Zombies is dictated by hatcheries/lairs/hives and "specialization" buildings built next to them will build different units. The Larva are used as units, and are automatically turned into the units.

For example:

Hatchery by itself will produce kerrigan. A hatchery with a pool next to it will produce broodlings.

Lair by itself will produce zealot. Lair with pool next to it will produce Zergling.

I can get the 3 basic buildings to work; hatch, lair, hive, however I can't get them to produce specialty units.



None.

Dec 29 2011, 10:17 pm lil-Inferno Post #2

Just here for the pie

Ever notice how when you have a building selected in maps like Zombies Europa, which spawn in the same way, you'll randomly lose control of it for a split second? That's because they're being looped through.

By looping I mean that a player's commanded unit will have a location centered on it, actions done on it, and then given to another player (preferably a computer player). When the player no longer commands any of that unit, give all the buildings back to the original owner, rinse and repeat with a timer if you wish. If you want buildings to spawn units all at the same time, this is how you'd do it.

Since you're using larva, however, you'll have to center a location slightly larger than a Hatchery/Lair/Hive that's on the larva's centered location and check for any nearby specialty buildings, remove the larva at its centered location, and create the corresponding unit at that location. The triggers for certain specialty buildings at the highest in the trigger list will take precedence, though, which is unavoidable, and by that I mean if a player had a Spawning Pool and Hydralisk Den next to a Hatchery, and the Hydralisk Den's trigger was above the Spawning Pool's trigger, the Hydralisk one would execute.




Dec 29 2011, 10:22 pm Jack Post #3

>be faceless void >mfw I have no face

Is it acceptable for a player to build one spawning pool and group multiple lairs around it to make several special units? Or do you need each lair to have their own specialty building?

If they need their own building, how many different types of special buildings will there be and how many players are able to make them?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 29 2011, 10:26 pm Narz Post #4



Thanks! I'm implementing now. I'll get back to you. This is a direct sequel to Z:EU, as a matter of fact. S.Hussein and I are friends and he knows about my production.

@Jack yes.



None.

Dec 29 2011, 10:27 pm Jack Post #5

>be faceless void >mfw I have no face

Yes what? I asked several questions :P



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 29 2011, 10:31 pm Narz Post #6



Is it acceptable for a player to build one spawning pool and group multiple lairs around it to make several special units?
-Yep

Or do you need each lair to have their own specialty building?
-Nope

If they need their own building, how many different types of special buildings will there be and how many players are able to make them?
-3 Zombie players. Pool/Hydraden/Ultracav - in essence, 9 possible units to make.

Edit: Update, didn't get it to work still. I have no idea what the problem is. I'm gonna give up on it for now I'll take a look at it tomorrow when my mind's fresher. I've gotten it to work before, I just don't know why it won't work now.

Post has been edited 1 time(s), last time on Dec 29 2011, 11:31 pm by Narz.



None.

Dec 30 2011, 4:39 am Lanthanide Post #7



I think it'd be easier and probably better for gameplay if you decoupled your unit spawning from the larva spawning. That lets you regulate how fast particular units spawn, for example. If you still want to spawn the units at the same rate of larva, you can just measure how long it takes for a larva to spawn and use that as the basis of your spawning interval, and have a trigger run that just removes/kills all larva as soon as they're created.

I guess one advantage of the larva system is that it would allow different buildings to spawn at different times, rather than having a universal spawn pulse where all buildings spawn at once.



None.

Dec 31 2011, 4:19 am Narz Post #8



I figured it out guys, thanks a lot for helping. Turns out the hit box for special building detection wasn't big enough *D'OH*



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