Broodlings
May 16 2008, 4:37 am
By: Cardanis  

May 16 2008, 4:37 am Cardanis Post #1



Okay, I feel incredibly stupid for asking this. . . because it should be a very simple matter, but how do you create Broodlings that stick around?

I thought you could just use a create trigger. But I create them, and them give them to a human player, and they start counting down on their energy. Is there any way to make this work?



None.

May 16 2008, 5:02 am Madroc Post #2



Quote from Cardanis
Okay, I feel incredibly stupid for asking this. . . because it should be a very simple matter, but how do you create Broodlings that stick around?

I thought you could just use a create trigger. But I create them, and them give them to a human player, and they start counting down on their energy. Is there any way to make this work?

Hmm that's odd. You aren't using the "create units with properties" trigger, or are you?



None.

May 16 2008, 5:12 am ZzEzZ Post #3



y not just have a trigger that constantly sets the broodlings energy to 100%? (even though, i didnt know broodlings went away when their power reached 0)



None.

May 16 2008, 5:30 am Madroc Post #4



Quote from ZzEzZ
y not just have a trigger that constantly sets the broodlings energy to 100%? (even though, i didnt know broodlings went away when their power reached 0)
It's not actually energy. It's more like a biological clock. There's no way to set that back to 100% unless maybe you can use EUDs or something scary like that.



None.

May 16 2008, 6:27 am Cardanis Post #5



Well, either way, I got it working. I was using create with properties, without any properties, lol. Thanks!



None.

May 16 2008, 11:23 am Ahli Post #6

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

-Modifying Broodling's Healtpoints (hp) activates their life timer.

-"Create with properties" modifies the hitpoints, too and activates that timer.

-Their is no way to stop that timer.




May 16 2008, 11:38 am Vi3t-X Post #7



You cant stop it but you can prevent it :P



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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
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[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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