Sorry if this question already asked and answered, I browsed through several pages of thread but haven't noticed similar topic.
When the Hatchery 'die' it releases some broodlings. This behavior property is named 'Zerg Building Dies 9'.
However, I'm unable to figure out how it works.
In fact I wonder how to make a Zergling which drop off some resource when it dies.
Any help would be appreciated :)
(Btw, no problem to turn a Zergling into an harvestable unit, quite funny indeed)
Hi here,
Sorry if this question already asked and answered, I browsed through several pages of thread but haven't noticed similar topic.
When the Hatchery 'die' it releases some broodlings. This behavior property is named 'Zerg Building Dies 9'.
However, I'm unable to figure out how it works.
In fact I wonder how to make a Zergling which drop off some resource when it dies.
Any help would be appreciated :)
(Btw, no problem to turn a Zergling into an harvestable unit, quite funny indeed)
It uses a damage response when damage is fatal similar to the valerian02b hero ko buffs.
I would advise using a loot system rather via the Unit - Loot field. Use the now open source ZHRPG map as an example.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil:
Thank You :)
Here is how I proceeded :
"
<CBehaviorBuff id="ZergZerglingDies">
<InfoFlags index="Hidden" value="1"/>
<EditorCategories value="Race:Zerg,AbilityorEffectType:Units"/>
<BuffFlags index="DisableWhileUnderConstruction" value="1"/>
<Modification>
<DeathResponse Chance="1" Effect="ZergCarcass">
</DeathResponse>
</Modification>
</CBehaviorBuff>
"
"
<CEffectCreateUnit id="ZergCarcass">
<EditorCategories value="Race:Zerg"/>
<WhichLocation Value="TargetPoint"/>
<CreateFlags index="Placement" value="0"/>
<SpawnOwner Value="Neutral"/>
<SpawnUnit value="MineralField"/>
</CEffectCreateUnit>
"
I obviously need new models, but it works :)
Like I said, having a loot system would be easier.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go You are right.
I have tried the loot system ; which is indeed the easier solution.
But using a damage response way seems to allow more customization.