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Active: 1168 users

Disappearing Zerg Eggs

Forum Index > BW General
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ApotheosisX
Profile Blog Joined September 2008
United States61 Posts
Last Edited: 2009-05-08 04:27:15
May 07 2009 04:30 GMT
#1
Hello everyone, ApotheosisX here. I’d like to present some observations regarding the behavior of zerg eggs as they hatch. It had came to my attention that someone had already posted something like this, but I was approved to do this as a final project at the UC Berkeley Starcraft class, so forgive me if this is old news. I have not read the article about Zerg eggs myself and assure you that I am not plagiarizing in any way. With that out of the way, here is my final project for the class.

Before tackling this mystery, here are some observations I have made.

Larvae morphing into an egg:

Note: the moment you morph the larvae into any unit, it will have the attributes of an egg (200 hp, 10 carapace). This applies to hydras immediately morphing into lurker eggs or mutalisks morphing into cocoons as well.

This is why it is very tactical to morph hydras into lurkers when fighting, say, a group of zealots. You can morph a dying hydralisk while the zealot attacks it to absorb damage, a tactic I use very frequently as a zerg player.

Anyway continuing

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


[image loading]


[image loading]



Notice the egg frame remains the same but the game has progressed one frame already. I had operation cwal enabled so the progress bar of the overlord was very fast. I have looked at this carefully many times in many different circumstances, and all egg animation frames remain for two game frames. That is to say, each unique animation frame remains for two game frames before a new animation frame occurs. This goes for units morphing out of eggs, into units, as well.

As the unit’s progression bar completes, the egg spends another 14 frames expanding. During this state the game still recognizes it as an egg with 200 hp and 10 carapace. Immediately after these 14 frames, the egg undergoes a new animation. Many things occur when the first frame of the new animation is played:

-The sound of the unit being hatched is played.
-Minimap gets pinged to egg hatching location.
-All the attributes of the unit is no longer that of the egg; it is of the new unit being hatched.
-The percentage of health that the egg had before entering these next frames will be converted into the percentage of health for the new unit. (Ex: egg at 75/200 health can hatch into an ultralisk with 150/400 health within these next few frames). This rule applies for any unit morphing into or out of an egg.

Here are some screenshots to demonstrate this feature:

[image loading]

1) The egg is at 149/200 (74.5%) health.


[image loading]

2) The egg undergoes its hatching animation and its unit transformation, and during the unit transformation which lasts 14 game frames, its hit points is also reduced to 74.5%, or 59.6/80. I believe Starcraft rounds to the nearest half of a hit point since the game indeed registers half a damage point, so the hydralisk is now at 59.5 hit points.

[image loading]

3) Once the unit transformation animation has ended, the hydralisk is now at full health.

Here are the animation frames in more detail, for an overlord now:

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


These 7 unique frames happens over the course of 14 game frames, each unique frame lasting for 2 game frames.

In the very next frame the overlord is recognized as a unit and its action buttons appear, now being able to move, stop, patrol, etc.

[image loading]



Notice the shadow has appeared and the green circle and hp bar have been “raised” above ground.

I have scrutinized this animation for each and every unit that hatches out of an egg. Hatchery eggs, lurker eggs, even guardian and devourer cocoons all have exactly 7 unique frames, from the time the sound of them hatching is played to when their action buttons appear. These 7 frames, once again, happen in the span of 14 game-time frames. Fortunately, after careful observations, all of these hatchlings have the same properties to understand why they seem to “disappear” under damage.

There is actually a very simple answer to why eggs seem to disappear under damage. If the unit’s hit points drops to zero within those 7 unique frames (14 game frames), the unit simply disappears because the game does not have a death animation for the unit hatching in this state.

One more note about the dual hatching units (zerglings and scourges):

The zerglings and scourges are still considered one unit within the 7 unique frames, so if they get killed before the animation finishes, both zerglings/scourges will disappear. The second zergling/scourge appears as soon as the last animation frame finishes.

This is always why when you try to hotkey a freshly made group of zerglings, sometimes you only hotkey 3 out of 6 zerglings. You can also hotkey the 3 larvae before making them into zerglings or even multiple larvae. However, when you press the hotkey right after the zerglings hatch you will still only select 3 out of 6. Only after the 14 frames finish will you be able to select all 6 zerglings, hotkey or manual selecting.

Now one might wonder about the practicality for targeting these eggs. I do not know the exact frame rate the game runs at or how many frames in one game second, but I’m guessing its running at at least 30 frames per second. This means you have about half a second to destroy the unit coming out of the egg before the unit is able to react. It is up to the player to decide in what situation it would be best to target the eggs.

TRIVIA:

All ground units that die while morphing INTO eggs (hatchery and lurker eggs) have the normal larvae egg death animation.

Mutalisks that die while morphing INTO cocoons, either guardians or devourers, have the normal mutalisk death animation.

All ground units that die while morphing OUT of eggs (hatchery and lurkers eggs) have no death animation (disappear).

Mutalisks that die while morphing OUT of guardian cocoons have the normal mutalisk death animation.
Mutalisks that die while morphing OUT of devourers cocoons have no death animation (disappear).

Guardians are special I guess.

extra note:

I should have made this less of an essay and more of a forum post. I didn't know I was going to be posting this until later in the semester so I just wrote it kind of essay format lol.

edit 5/7/09 - added some more detail and polished a bit
"As the pattern gets more intricate and subtle, being swept along is no longer enough." - Waking Life
anch
Profile Blog Joined June 2006
United States5457 Posts
May 07 2009 04:39 GMT
#2
Zerg Biology class material.
Lucktar
Profile Joined July 2008
United States526 Posts
May 07 2009 04:47 GMT
#3
Interesting stuff, thanks for this.
NaDa, much, ZerO fighting!
YianKutKu
Profile Joined January 2009
United States142 Posts
May 07 2009 04:49 GMT
#4
interesting...
did not know thiss
hwighting!
AttackZerg
Profile Blog Joined January 2003
United States7454 Posts
May 07 2009 05:01 GMT
#5
You didn't get anything wrong. Everything you've noticed I have more or less noticed just casually playing over the years.
Ozarugold
Profile Blog Joined February 2008
2716 Posts
May 07 2009 05:03 GMT
#6
This is so random...yet so intriguing...
this is my quote.
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
May 07 2009 05:05 GMT
#7
I didn't know thats why that happened, thanks
@RealHeyoka | ESL / DreamHack StarCraft Lead
konadora *
Profile Blog Joined February 2009
Singapore66355 Posts
May 07 2009 05:05 GMT
#8
On May 07 2009 14:03 Ozarugold wrote:
This is so random...yet so intriguing...





Also, how is this in the Strategy section?
POGGERS
BalliSLife
Profile Blog Joined September 2008
1339 Posts
May 07 2009 05:16 GMT
#9
could be a strat??
Ya well, at least I don't fuck a fleshlight with a condom on and cry at the same time.
fnaticNoname
Profile Joined January 2008
India858 Posts
May 07 2009 05:33 GMT
#10
On May 07 2009 13:39 anch wrote:
Zerg Biology class material.

Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
May 07 2009 05:38 GMT
#11
Berkeley class final! Good work, I give it an A+! Very interesting to see the mechanics of egg hatching and why they disappear Thank you
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
-orb-
Profile Blog Joined September 2007
United States5770 Posts
May 07 2009 05:40 GMT
#12
Cool stuff but imo should be in brood war section.

Unless there's some way to use this to our advantage? I don't think a 14 frame window is enough of a time window to try to time killing a unit.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
ApotheosisX
Profile Blog Joined September 2008
United States61 Posts
May 07 2009 05:41 GMT
#13
my bad i didnt really know where to post it when browsing the sections. If possible can an admin move this to the appropriate section? Thanks!
"As the pattern gets more intricate and subtle, being swept along is no longer enough." - Waking Life
XinRan
Profile Blog Joined August 2008
United States530 Posts
May 07 2009 05:45 GMT
#14
Wow, good work. This reminds me of all those investigations (SuperJongMan?) posted about how glave worm bounces. I'm glad to see the Berkeley Starcraft class is at least semi-legit.
"To be fair, Kal played like absolute garbage. His noted inconsistency and bad record versus Jaedong high fived into a cacophony of suck." - TwoToneTerran
AttackZerg
Profile Blog Joined January 2003
United States7454 Posts
May 07 2009 06:12 GMT
#15
On May 07 2009 14:38 Superiorwolf wrote:
Berkeley class final! Good work, I give it an A+! Very interesting to see the mechanics of egg hatching and why they disappear Thank you

huh?


None of this occured to you while playing ..... ever?
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
May 07 2009 06:36 GMT
#16
Nice read.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-05-07 06:40:38
May 07 2009 06:40 GMT
#17
Same thing happens with lurker eggs too. Almost every TvZ you will see it. Surprised OP didn't mention that.
..and then I would, ya know, check em'. (Aka SpoR)
konadora *
Profile Blog Joined February 2009
Singapore66355 Posts
May 07 2009 07:05 GMT
#18
On May 07 2009 15:12 AttackZerg wrote:
Show nested quote +
On May 07 2009 14:38 Superiorwolf wrote:
Berkeley class final! Good work, I give it an A+! Very interesting to see the mechanics of egg hatching and why they disappear Thank you

huh?


None of this occured to you while playing ..... ever?

And to think superiorwolf is a Zerg player lol
POGGERS
theron[wdt]
Profile Blog Joined January 2009
United States395 Posts
May 07 2009 07:45 GMT
#19
On May 07 2009 14:38 Superiorwolf wrote:
Berkeley class final! Good work, I give it an A+! Very interesting to see the mechanics of egg hatching and why they disappear Thank you


use this for an essay or doctoral thesis or something
Aqo[il]
Profile Blog Joined April 2009
Israel183 Posts
Last Edited: 2009-05-07 09:05:40
May 07 2009 09:02 GMT
#20
I'm not sure if you're aware of this but checking stuff like this is very easy with Starcraft modding tools such as ICE or IceCC (depends on your preference) which are very easy to acquire. You didn't have to go through the trouble of slowing down the game and testing those things like it looks you did, a quick glance at the scripts explains all those supposedly mysterious SC behaviors very quickly.

Also, Starcraft runs at 8 frames per second on Normal game speed, and 50% faster on fastest, which is 12 frames per second. This might feel slow to you because you're used to D3D accelerated graphics that reach numbers like 30-60FPS but for what appears to be a DD engine from 1997 that utilizes 8-bit indexed graphics this is pretty decent.

This also means that SC runs at 4 frames per second on slowest game speed. Try it out, enter singleplayer and spam the -/_ key, then tell a walking unit to move while looking at your clock.
Reavers. Lurkers. Vultures. Defilers. Corsairs. Vessels. Why did they remove all the cool units from SC2...?
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