Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Hydralisks are silly
Hydralisks are silly
Dec 6 2009, 11:01 pm
By: Tank_7  

Dec 6 2009, 11:01 pm Tank_7 Post #1



Hi, this applies to any map which would use temporarily spawned hydralisks as an attacking spell or custom triggered weapon.

I've found hydralisks, when created, are always created facing south-east.
If I create the hydralisk for 12 deathcounts (hyper triggers ofcourse) and then remove it, it sometimes fails to attack stuff northwest of it since it has to turn a full 180, but it will attack stuff southeast of it twice.
If I increase the death count it attacks stuff twice alot while only once northwest of it.
If I decrease the death count to make sure it attacks only once, it completely fails to hit stuff northwest of it.

I tried to fix it by having a buffer where hydralisks are created. They turn around randomly over time, so i hoped to give the hydralisk a random facing that way.
This didnt work though cause the left-most one always got chosen and it was the most recently created in the buffer.

I tried also using patrol command but a similar pattern occured. The hydralisk was always facing north.

Attached map:

Attachments:
Experiment_GndToAirRange.scm
Hits: 0 Size: 40.09kb



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Dec 6 2009, 11:05 pm JaFF Post #2



Theoretical solution: fix your buffer so that it actually gives you a varying angle. You mentioned a possible solution but then said that you failed to finish a fully functional version of it. :P



None.

Dec 6 2009, 11:17 pm Neki Post #3



Randomize the hydralisk spawning, make it sometimes face north by ordering them, and make them sometimes spawn facing south by normally spawning them, may not be the best solution, but I think it'd be the most fair solution to the problem.



None.

Dec 6 2009, 11:20 pm NudeRaider Post #4

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

Note: You have to change the (player) numbers in the following example to fit your map.
Have your buffer always contain 20 hydras owned by P9. (Kill excess hyds and add 1 if < 20)
Now your spell activates and you want to move 5 hydras,
so you give 15 hydras at buffer to P10 and move 5 hydras for P9.
Then give the 5 hydras at the spell area to the casting player
and 15 hydras at buffer to P9.
After 12 death counts move the 5 hydras back to buffer and give them to P9-




Dec 6 2009, 11:24 pm Tank_7 Post #5



Thanks guys!
So far I've made Ultimo's solution and it works decently. See attached if you feel like it.

EDIT: 13 Death Counts works a little better overall for Hydralisk.

I use 12 DC for Marine, Ghost
17 DC for Dragoon which i might still decrease a bit, but Dragoon does need a moment to "open up its hatch"
11 DC for Goliath (they shoot twice a fair bit at 12! I might even try 10!)

Attachments:
Experiment_GndToAirRange.scm
Hits: 2 Size: 40.43kb



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