- Joined
- Jul 29, 2011
- Messages
- 90
Hey, everyone. Long time no see. I'm finally getting around to finishing COTC's sequel project, and I've run into something of a snag.
I'm trying to make a system that's like the Zerg Larvae from Starcraft 1 (and presumably Starcraft 2 as well, but I've still never played it because my computer is ancient and can't run it at all).
For now, I'm not worrying about the spawning of them; that shouldn't be too difficult to handle. Instead, I'm just trying to get the bloody things to hatch something.
Another factor is that I'm not spawning larvae, I'm spawning immobile eggs. Instead of a larvae choosing a unit, then morphing into an egg, then hatching into the selected unit, it's instead simply an egg that chooses a unit, then hatches into that unit. I'm also intending to make the Egg a little bigger while it's producing a selected unit to distinguish it from other Eggs which haven't. So the entire "change to Egg" phase can be skipped outright. But I'm pretty sure I can manage that too. For now, I just want to get the friggin' thing to hatch at all. So because of this, I just have the Egg as a very fast training unit from the HQ for testing purposes.
So this is what I've tried so far:
Events
- A unit finishes casting an ability
Conditions
- Ability being cast Equal to Hatch into X
Actions
- Order Casting unit to train/upgrade to X
I've tried enabling "Is a Building" in the Egg's stats settings, and I've tried disabling it. I've tried adding "Add classification: Structure & Remove classification: Ground unit" before the train/upgrade command. I've tried changing "Casting unit" to "Triggering Unit". I've tried changing "finishes casting an ability" to "begins the effect of an ability" (As the "Hatch into X" ability was based on troll Berserk with the string turned off and all the numbers set to 0, with modified buff/effect that only last a fraction of a second) with the condition as it is above and also with the changed condition of "Triggering unit/Casting unit (tried both) has buff/effect (tried both) Hatching into X/Hatching into X (effect)".
Last night, I must've spent three or four hours trying every conceivable combination of the above changes as well.
What I would ultimately prefer is for the unit to "train" from the Egg, so as to display a progress bar when you have it selected, rather than morphing after a timer that you can't actually see. I'll worry about the post-hatch Egg killing later.
And the only other command that I can find that has anything to do with training units at all is the "Limit unit training availability for player" command, which is entirely useless here.
So I'm really friggin' stumped here. I dunno' how to fix this. I feel as though I've tried everything.
Thanks in advance for any help with this.
I'm trying to make a system that's like the Zerg Larvae from Starcraft 1 (and presumably Starcraft 2 as well, but I've still never played it because my computer is ancient and can't run it at all).
For now, I'm not worrying about the spawning of them; that shouldn't be too difficult to handle. Instead, I'm just trying to get the bloody things to hatch something.
Another factor is that I'm not spawning larvae, I'm spawning immobile eggs. Instead of a larvae choosing a unit, then morphing into an egg, then hatching into the selected unit, it's instead simply an egg that chooses a unit, then hatches into that unit. I'm also intending to make the Egg a little bigger while it's producing a selected unit to distinguish it from other Eggs which haven't. So the entire "change to Egg" phase can be skipped outright. But I'm pretty sure I can manage that too. For now, I just want to get the friggin' thing to hatch at all. So because of this, I just have the Egg as a very fast training unit from the HQ for testing purposes.
So this is what I've tried so far:
Events
- A unit finishes casting an ability
Conditions
- Ability being cast Equal to Hatch into X
Actions
- Order Casting unit to train/upgrade to X
I've tried enabling "Is a Building" in the Egg's stats settings, and I've tried disabling it. I've tried adding "Add classification: Structure & Remove classification: Ground unit" before the train/upgrade command. I've tried changing "Casting unit" to "Triggering Unit". I've tried changing "finishes casting an ability" to "begins the effect of an ability" (As the "Hatch into X" ability was based on troll Berserk with the string turned off and all the numbers set to 0, with modified buff/effect that only last a fraction of a second) with the condition as it is above and also with the changed condition of "Triggering unit/Casting unit (tried both) has buff/effect (tried both) Hatching into X/Hatching into X (effect)".
Last night, I must've spent three or four hours trying every conceivable combination of the above changes as well.
What I would ultimately prefer is for the unit to "train" from the Egg, so as to display a progress bar when you have it selected, rather than morphing after a timer that you can't actually see. I'll worry about the post-hatch Egg killing later.
And the only other command that I can find that has anything to do with training units at all is the "Limit unit training availability for player" command, which is entirely useless here.
So I'm really friggin' stumped here. I dunno' how to fix this. I feel as though I've tried everything.
Thanks in advance for any help with this.