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Staredit Network -> UMS Assistance -> burrowed units invincible
Report, edit, etc...Posted by XxXFaNtA on 2004-11-22 at 14:57:32
No, because there isnt a location that only centers on burrowed Units/that only affects burrowed Units! [because burrowed Units and non-burrowed Units are the same Units for the Location...]

But you can use Tux's Trick to detect if a Unit is burrowed or not and then center a Location on this Unit and enable invincibilty for this Unit in this Location!

That's the only way!

Sorry for my bad english blushing.gif
Report, edit, etc...Posted by Coop on 2004-11-22 at 15:15:31
if there is no location that goes underground then how can a location detect an underground unit. Is underground just included in say low terrain?
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-22 at 15:18:02
How about making it so there are no detectors. Then they can't attack the unburowed units unless they use Infesteds or splash damage their own units.
Report, edit, etc...Posted by XxXFaNtA on 2004-11-22 at 16:15:33
QUOTE(Coop @ Nov 22 2004, 08:15 PM)
if there is no location that goes underground then how can a location detect an underground unit.  Is underground just included in say low terrain?
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Move a Zergling or another Unit to a very small Location centered on your Unit!
When your Unit isnt burrowed, the Zergling won't be teleported to this location, because there isnt enough space for him! Then teleport this Zergling back!

And if your unit is burrowed, the Zergling can be teleported to this Location and then you can make a Trigger to enable invincibilty for your Unit!

But dont forget to preserve the teleporting Trigger!
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-22 at 17:31:08
And like i said before I hope your not trying to do this for many units because if you want to run this effect for a bunch of them your in way over your head.
Report, edit, etc...Posted by Urmom(U) on 2004-11-22 at 20:19:50
the only thing that im confused by is that in the triggers i cant find where u centered the location 1 on player 1 and so on. other wise i would pretty much understand the triggers.
Report, edit, etc...Posted by Tuxedo Templar on 2004-11-23 at 01:03:17
  • Create a small location (half of a 1x1 normal grid square; you'll need scmdraft or starforge to do that) and use it for centering on the unit you want to check that is burrowed (has to be a "unique" unit, or else the only one inside its own location). Use an 'always' trigger with 'preserve' to do this.
  • Move another 'solid' unit to that location, like a civ or something (no buildings, powerups, or air units though.)
  • Make two triggers: One that activates if the solid unit is moved into that location, and one that isn't.
  • If the solid unit didn't get moved to that location, then the unit was probably not burrowed and thus the solid unit got moved either right next to it or not at all.
  • If the solid unit IS in the location, then do whatever it is your trying to do, as the unit is now burrowed.
  • Either case, move the 'solid' unit back to it's storage location in any other trigger after the 'burrowed or not' triggers have activated.
Report, edit, etc...Posted by getaids on 2004-11-25 at 00:16:10
QUOTE(Tuxedo Templar @ Nov 23 2004, 01:03 AM)


  • Create a small location (half of a 1x1 normal grid square; you'll need scmdraft or starforge to do that) and use it for centering on the unit you want to check that is burrowed (has to be a "unique" unit, or else the only one inside its own location).  Use an 'always' trigger with 'preserve' to do this.

  • Move another 'solid' unit to that location, like a civ or something (no buildings, powerups, or air units though.)

  • Make two triggers: One that activates if the solid unit is moved into that location, and one that isn't.

  • If the solid unit didn't get moved to that location, then the unit was probably not burrowed and thus the solid unit got moved either right next to it or not at all.

  • If the solid unit IS in the location, then do whatever it is your trying to do, as the unit is now burrowed.

  • Either case, move the 'solid' unit back to it's storage location in any other trigger after the 'burrowed or not' triggers have activated.


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Thankyou very much. There's über skill at its finest!
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-25 at 02:40:02
I'm positive that there is a location that affects burrowed units. If it only affects burrowed units I am unsure off more testing would be required for this. If you want to do this i set up the perfect testing map for you in which I tested this.

Isnt it great!
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-25 at 05:16:17
Uhh thats not the point, There trying to detect weathor or not a unit is burrowed. Thats differant than detecting a burrowed unit's precense.
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