Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Stacking Spidermines Issue
Stacking Spidermines Issue
Sep 8 2017, 6:52 pm
By: bulletbutter  

Sep 8 2017, 6:52 pm bulletbutter Post #1



I have a location that is constantly centered on a vulture. Every 2-3 seconds it spawns a spidermine at said location. Everything works out well so long as the vulture is moving, but when the vulture stops, the spawned spidermines end up stacking on top of each other. If 2 stack, they tend to get hung up on each other....they will pop up and after some struggling, they will eventually move to their target.

However, if more than 2 are stacked, the spidermines can't seem to move. This is just an assumption though as there are anywhere from 4-10 potential targets in range. I am not sure if they are getting confused on which target or if it is because they are stacked 3+ deep that is causing them to stutter and often times not acquire a target and detonate.

So, what would be the best way to go about being able to spawn multiple spidermines (no more than 6 should ever spawn) and not allow them to stack if the vulture is stationary?



None.

Sep 8 2017, 7:59 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Detect how many spider mines are at the spawning location - probably make it really small. Then for each spider mine already in the ground create a dummy zergling before you create the spider mine (unburrowed), so it gets naturally displaced. Then remove the zergling.




Sep 8 2017, 9:53 pm bulletbutter Post #3



Ah, thanks. Simply fixed by counting spidermines in the location then setting up conditions to not spawn if count > 1. Thanks for the idea.



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