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Staredit Network -> UMS Assistance -> Computer-permanently burrowed lurks?
Report, edit, etc...Posted by 8882 on 2005-02-07 at 13:03:38
Someone asked me how to make a microcontrol map, where human players would fight vs lurkers (owned by a computer player). The author of the map is trying to make the lurkers stay at one place and not follow the attacking marines (normally they unburrow when see marines but cant attack them, which makes them easy to kill - a human player would never do it).
Any ideas how to do it?
Kenoli(U) suggested to move the lurks constantly to one location, but will they attack?
Ive seen it done in a map, but cant find it at the moment (I think it was one lurk).
Ive thought of giving the lurk to different players but it would not attack.



Btw Ive made a microwars mappack, with 202 maps and wanted to upload it here, but 13,5mb attachments arent allowed, and I wouldnt like to divide it.
www.mensaa.com/microcontrol_mappack_by8882.zip

btw2 did any of you make a microcontrol map, which wasnt published or didnt become popular? Id gladly see it.
Report, edit, etc...Posted by Nozomu on 2005-02-07 at 14:45:58
If you create the Lurkers burrowed for a player that has the Burrow ability researched and then give them to a computer that doesn't have Burrow researched they will be unable to unburrow. It works for players, too.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-07 at 14:56:43
I remember that computers can use Unburrow and Unsiege even if it is disabled and costs mana.
Report, edit, etc...Posted by best.sock on 2005-02-07 at 15:49:36
lurkers have burrow regardless of whether its reasearched or not.
Report, edit, etc...Posted by terrenblade on 2005-02-07 at 16:52:48
Well, you could set a location around your lurkers, and when the rines leave that location the lurks are moved back to there starting possisions.
or you could try cycling the allience when the rines move out of rine range, that might get the lurks to reburrow or not to unburrow. Or, you could create a unit for the lurkers to shoot at when the rines leave rine attack range. One way has to work, pity I dont have any time to check them.
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-07 at 19:22:55
These would work, but they would still have ugly visual consequences.

Hmm, maybe when the marine is more than 75% out of the lurkers range (out of a location) disable vision with itself in the player owning the lurker so the lurker can't see. Not sure if tht would work or if the unburrow/burrow AI works regardless of vision.
Report, edit, etc...Posted by Tdnfthe1 on 2005-02-07 at 19:34:57
QUOTE(Nozomu @ Feb 7 2005, 01:45 PM)
If you create the Lurkers burrowed for a player that has the Burrow ability researched and then give them to a computer that doesn't have Burrow researched they will be unable to unburrow.  It works for players, too.
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Correct Nozumo, after u do what Nozumo has said, u can teleport the unit anywhere as well and it wont pop up. This was done in countless bound maps ive seen, its also done in about 2 of my friends rpgs.

Just remember that if u order the Computer to tell the Lurk to attack or move, it might pop up(i've had it happen to me and not happen to me, might have been 1 map had hyper triggs and other didnt confused.gif ) so be careful of that. Other then that, Nozumo has answered ur question perfectly, goodluck with ur Micromaps.

P.S. I'd like to see ur MicroMaps, And if you don't mind, seperate them into different download titles such as ex: MicroMaps, MicroMaps Addon, Micro maps addition, Etc.

BTW Glad to see ur Map is going WEll Nozumo biggrin.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-02-07 at 21:15:10
If you say it like that, you seriously don't need Nozomu's tip.
DISABLING BURROW DOES NOT AFFECT COMPUTER'S ABILITY TO UNBURROW!
NEITHER DOES ADDING MANA COST!

QUOTE
Kenoli(U) suggested to move the lurks constantly to one location, but will they attack?

Kenoli(U) already told him the way to do it.

QUOTE
lurkers have burrow regardless of whether its reasearched or not.

Not if it's disabled.

Just like that trick, ordering a lurker to the same spot it's at will make it half burrowed. It's burrowing but unburrowing at the same time. A very weird effect.
Report, edit, etc...Posted by Turin on 2005-02-07 at 21:24:59
Actually it orders it to a nearby location and then it always moves it to the location it is at. So it tries to unburrow to move (so the animation and sound starts to play) and it's state is still burrowed, so when the other trigger moves it back to the location it resets the animation and sound because it still is burrowed until the animation is finished.

btw, DTBK has 667 minerals w00t.gif
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-07 at 22:15:31
QUOTE
btw, DTBK has 667 minerals w00t.gif


I had 666 but BeeR had to be t3h evils and fine me for -1 minerals tongue.gif
Report, edit, etc...Posted by Nozomu on 2005-02-08 at 03:30:20
When I do what I said, the computer doesn't unburrow, even if I move out of its range. So, I don't know what to tell you. I've used it in several maps. Maybe there was another factor involved that I can't remember, or something.

Another idea would be for the computer to be the enemy of another computer. Place a DT with no shields on top of the lurkers and preserve trigger its HP at 100%. Also share vision with the Lurker somehow, it doesn't matter the method you use. That way, even if you move out of range the Lurker will reacquire the DT as its target and attack it. Hmm... Maybe use an invisible powerup or something instead, so that if the player moves a unit within range the Lurker will automatically attack it.
Report, edit, etc...Posted by Turin on 2005-02-08 at 14:27:00
Building off of that, you could make an attacking wall! You can put a DT wall, with lurkers behind it for another computer player that is it's enemy and the DTs are constantly healed. Then, the lurks attack the DTs and make it so that the players cant get too close to the wall unless they somehow deactivate the healing process (like a requirement).
This method is ©Turin Enterprises Inc., 2005 (lol, just if you use this credit me, dont steal ideas)
Yeah, I just really like my idea.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-08 at 16:40:44
QUOTE(Turin @ Feb 8 2005, 02:27 PM)
Building off of that, you could make an attacking wall! You can put a DT wall, with lurkers behind it for another computer player that is it's enemy and the DTs are constantly healed. Then, the lurks attack the DTs and make it so that the players cant get too close to the wall unless they somehow deactivate the healing process (like a requirement).
This method is ©Turin Enterprises Inc., 2005 (lol, just if you use this credit me, dont steal ideas)
Yeah, I just really like my idea.
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If everyone © ideas, we wouldn't have any maps made. People are free to make ideas. How is everyone going to know that that is your idea when someone else has already done it before.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-08 at 17:58:35
Its such a pathedic idea to copyright too. Anyone could come up with that, in fact they already have.
Report, edit, etc...Posted by RexyRex on 2005-02-08 at 18:24:44
QUOTE(Nozomu @ Feb 7 2005, 11:45 AM)
If you create the Lurkers burrowed for a player that has the Burrow ability researched and then give them to a computer that doesn't have Burrow researched they will be unable to unburrow.  It works for players, too.
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Yes, that will work.
QUOTE(the.pope @ Feb 7 2005, 12:49 PM)
lurkers have burrow regardless of whether its reasearched or not.
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Not if you do what Nozomu said. Here, I'll attach a map.

[Edit] Oh my god I owned this topic. There is no more to say here. Lox0rz it.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-08 at 18:43:30
Rexy, read the FIRST post...
QUOTE
where human players would fight vs lurkers (owned by a computer player)
Report, edit, etc...Posted by RexyRex on 2005-02-08 at 18:58:14
Who says those lurkers can't attack?

[Edit] Dunno why the SS is like that. But they CAN attack -.-
Report, edit, etc...Posted by LegacyWeapon on 2005-02-08 at 19:03:24
Read the FIRST post again!

LURKERS OWNED BY COMPUTER PLAYERS!

Oh my god... pinch.gif
Report, edit, etc...Posted by chuiu on 2005-02-08 at 19:32:10
QUOTE(RexyRex @ Feb 8 2005, 05:24 PM)
Yes, that will work.
Not if you do what Nozomu said. Here, I'll attach a map.

[Edit] Oh my god I owned this topic. There is no more to say here. Lox0rz it.
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You so owned it im thinking of warning you due to lack of reading the actual thread.

On the + side, I think I actually found a way of making an almost flawless system. I'll post later of it works.
Report, edit, etc...Posted by SA_Max71 on 2005-02-09 at 18:40:26
Wow... so much fighting in one thread. tongue.gif... anyways, i agree with LW. Even if you disable burrowing, I think lurkers can still burrow. After all, if lurkers couldn't burrow in melee games, they would be worthless.

What you could do, though, is have a location center on a lurker. This location shouldn't have anything but "low ground" checked. Then, when a lurker is brought to this location, remove the lurker and create a new one (without properties). Hypertriggers will help.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-09 at 19:21:41
QUOTE(SA_Max71 @ Feb 9 2005, 06:40 PM)
Wow... so much fighting in one thread. tongue.gif... anyways, i agree with LW. Even if you disable burrowing, I think lurkers can still burrow. After all, if lurkers couldn't burrow in melee games, they would be worthless.

What you could do, though, is have a location center on a lurker. This location shouldn't have anything but "low ground" checked. Then, when a lurker is brought to this location, remove the lurker and create a new one (without properties). Hypertriggers will help.
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There is no location level for burrowed units. They are included in the ground locations as though they were unburrowed.

I'm currently testing something. If needed, you then should use the burrow detection system.

ADDITION:
Burrow Detection + Remove + Recreate = Computer Unburrow-able Lurker!
Report, edit, etc...Posted by SA_Max71 on 2005-02-09 at 19:40:19
actually, you can detect when a unit has burrowed. If you make the trigger I posted above, it will fire if a unit burrows.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-09 at 19:49:50
THERE IS NO UNDERGROUND LOCATION!
Oh my god what have you people been hearing... pinch.gif

Low ground is used for when flying units are going over high ground, they are low to the ground.
Report, edit, etc...Posted by chuiu on 2005-02-09 at 19:58:23
QUOTE(LegacyWeapon @ Feb 9 2005, 06:21 PM)
There is no location level for burrowed units. They are included in the ground locations as though they were unburrowed.

I'm currently testing something. If needed, you then should use the burrow detection system.

ADDITION:
Burrow Detection + Remove + Recreate = Computer Unburrow-able Lurker!
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Legacy, that wouldn't work because it's a micro map. They need to be able to kill the lurker without it healing.

What he CAN do is make a burrowed lurker for a player that doesn't exist. Like for instance if there is a human player 1 and a computer player 2 only in the game. If he made it for player 3 with properties burrowed (via a trigger). Then the lurker will attack, can be attacked, and will not move from it's spot.

[attachmentid=4867]

I hope you can use this. It is the only way I can think of to do what you want.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-09 at 20:01:59
QUOTE(chuiu_os @ Feb 9 2005, 07:58 PM)
Legacy, that wouldn't work because it's a micro map.  They need to be able to kill the lurker without it healing.

What he CAN do is make a burrowed lurker for a player that doesn't exist.  Like for instance if there is a human player 1 and a computer player 2 only in the game.  If he made it for player 3 with properties burrowed (via a trigger).  Then the lurker will attack, can be attacked, and will not move from it's spot.

[attachmentid=4867]

I hope you can use this.  It is the only way I can think of to do what you want.
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What about Player 9?
I know it's neutral hostile.

Preplaced of course happy.gif
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