I am currently working in the data editor to allow for zerglings to spawn bits of creep as they move around the map (Think puddles of drool). The creep spawn looks fine if the zergling sit still but there are a few problems I am running into.
1.) While moving the creep doesnt stay on the ground or even show up (it is a very very brief trail behind the ling but decays very rapidly) I have to sit still for the creep to accumulate
2.) I don't want a constant trail, rather every 10 seconds or so for a pool of it to drop
3.) Increasing the time before the creep begins to decay
This is what I have done so far. I have gone into the data editor and modified the Gameplay Setting for the creep decay time to 500(maximum) and I have dropped the creep blend time to 0. I have also gone into the Behaviors of spawning creep and changed the delay to 0 and the period to 10.
It isnt a trigger I am needing as much as I am needing an explanation as to why this isn't working. I have tested all of the attributes that I listed about with extreme numbers (like 0 one test then change the numbers to 1000 the next) and notice no difference. The creep decays the same speed even if its at 500(max) or 0(minimum) creep decay stat. Any ideas?
Did you create a new gameplay value or alter the default one? Also for some fields it only works between a certain rnge of numbers so try something like 5. Although for the creep decay time you want 0.0016 maybe.
Since that should be the amount of time between each square of creep vanishing.
Let me get specific as to what Im trying to achieve.
I want zerglings to spawn creep every 5 seconds or so and only spawn creep for a second or two at most (Puddle of drool)
I want the creep to last about 10-15 seconds before it starts to decay
What i am NOT looking for is a constant trail of creep. Hope this helps. I will try your recommended numbers and see if that helps. To answer your gameplay value question I duplicated it then modified the duplicate. Do i need to tell my map to use the specific gameplay data or will it figure it out on its own?
Trouble is creep instantly starts to decay when not growing in the footprint area. You want to create a dummy unit that is invisible and uncommandable/selectable every 5 seconds that has a timed lif of 10-15 seconds.
that would be a trigger to create a unit then. The problem is there will be a lot of these little bastards running around and constantly having triggers go off for 100 or so units will cause lag. I may just scrap the idea. Here's a question you may be able to answer for me. How do I add Cargo space to a Hatchery. I am wanting to make it like the terran command center but for other units like zerglings or queens
Use data not triggers. For your second question just use a Transport ability with a Unit Type load validator. An alternative is an Combine validator that uses or for several unit type ones.
I am currently working in the data editor to allow for zerglings to spawn bits of creep as they move around the map (Think puddles of drool). The creep spawn looks fine if the zergling sit still but there are a few problems I am running into. 1.) While moving the creep doesnt stay on the ground or even show up (it is a very very brief trail behind the ling but decays very rapidly) I have to sit still for the creep to accumulate 2.) I don't want a constant trail, rather every 10 seconds or so for a pool of it to drop 3.) Increasing the time before the creep begins to decay
This is what I have done so far. I have gone into the data editor and modified the Gameplay Setting for the creep decay time to 500(maximum) and I have dropped the creep blend time to 0. I have also gone into the Behaviors of spawning creep and changed the delay to 0 and the period to 10.
Why you need a trigger at all?
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
It isnt a trigger I am needing as much as I am needing an explanation as to why this isn't working. I have tested all of the attributes that I listed about with extreme numbers (like 0 one test then change the numbers to 1000 the next) and notice no difference. The creep decays the same speed even if its at 500(max) or 0(minimum) creep decay stat. Any ideas?
Did you create a new gameplay value or alter the default one? Also for some fields it only works between a certain rnge of numbers so try something like 5. Although for the creep decay time you want 0.0016 maybe.
Since that should be the amount of time between each square of creep vanishing.
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
Let me get specific as to what Im trying to achieve.
I want zerglings to spawn creep every 5 seconds or so and only spawn creep for a second or two at most (Puddle of drool) I want the creep to last about 10-15 seconds before it starts to decay
What i am NOT looking for is a constant trail of creep. Hope this helps. I will try your recommended numbers and see if that helps. To answer your gameplay value question I duplicated it then modified the duplicate. Do i need to tell my map to use the specific gameplay data or will it figure it out on its own?
Trouble is creep instantly starts to decay when not growing in the footprint area. You want to create a dummy unit that is invisible and uncommandable/selectable every 5 seconds that has a timed lif of 10-15 seconds.
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
that would be a trigger to create a unit then. The problem is there will be a lot of these little bastards running around and constantly having triggers go off for 100 or so units will cause lag. I may just scrap the idea. Here's a question you may be able to answer for me. How do I add Cargo space to a Hatchery. I am wanting to make it like the terran command center but for other units like zerglings or queens
Use data not triggers. For your second question just use a Transport ability with a Unit Type load validator. An alternative is an Combine validator that uses or for several unit type ones.
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