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Staredit Network -> UMS Assistance -> Units burrowing at locations?
Report, edit, etc...Posted by Arconna on 2005-04-05 at 14:21:59
My friend and I are having an issue with zerg units burrowing when they get to a location. We've set up triggers to move the units from one corner to another automatically until they get to the end and at some locations the zerglings will get to the middle, burrow, unburrow and start off for the next location. Why is this happening and how do I stop it?
Report, edit, etc...Posted by AqoTrooper on 2005-04-05 at 14:47:41
It's happening because that's what the default unit AI they have tells them to do, disable their burrowing ability and they won't do that.

Player>Settings>Special Abilities>Zerg Technologies>Burrowing> choose the player you don't want his zerglings to burrow and unburrow, uncheck the 'use defaults' box and select 'Disable for player x'
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-05 at 15:04:14
Are the corner locations really small?

If you can't disable burrowing for some reason make the corner locations bigger or use hyper triggers. My guess is when they reach the location they have to wait for the trigger to tell them where to go next some times so they start to burrow.
Report, edit, etc...Posted by Arconna on 2005-04-05 at 17:02:53
QUOTE((U)Bolt_Head @ Apr 5 2005, 12:04 PM)
Are the corner locations really small?

If you can't disable burrowing for some reason make the corner locations bigger or use hyper triggers.  My guess is when they reach the location they have to wait for the trigger to tell them where to go next some times so they start to burrow.
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Well hopefully the easy route works, disabling the burrowing, which is what I told my friend to do, even though he disagree. Is there a tutorial for hyper-triggers? Are they hard to do? The map we're using all these movement triggers on is really big and there are a lot of corners that different groups of units move on, so hopefully the easy route works lol.

Edit...found the tuts for hyper triggers, I'll look at them, they actually could come in handy for this map at some point, if not for the movements. Thanks.
Report, edit, etc...Posted by axblader on 2005-04-05 at 18:59:22
hypers are just a lot of waits used in a certain way...
Report, edit, etc...Posted by Tdnfthe1 on 2005-04-05 at 19:45:27
QUOTE(axblader @ Apr 5 2005, 04:59 PM)
hypers are just a lot of waits used in a certain way...
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Btw Axblader, that's spam....
You shouldn't post anything if you're not going to help or criticize disgust.gif .

On Topic: Even tho i'm sure the tutorial told you this, make sure your hyper triggers are at the very top of Player Triggers for players it's running under, including the force triggers.
Hypers make all actions occur without a very short wait time in between, this is how u see people do things like make super unbreakable shields with only a shield HP of 1. or have quick heals, quick acting spwans and spells, etc. Hopefully you are able to fix ur map goodluck.
Report, edit, etc...Posted by Arconna on 2005-04-05 at 22:59:09
QUOTE(Tdnfthe1 @ Apr 5 2005, 04:45 PM)
Btw Axblader, that's spam....
You shouldn't post anything if you're not going to help or criticize disgust.gif .

On Topic: Even tho i'm sure the tutorial told you this, make sure your hyper triggers are at the very top of Player Triggers for players it's running under, including the force triggers.
Hypers make all actions occur without a very short wait time in between, this is how u see people do things like make super unbreakable shields with only a shield HP of 1. or have quick heals, quick acting spwans and spells, etc. Hopefully you are able to fix ur map goodluck.
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Well it's only in the early stages, but this does help me very much, cause I think about it and I'm sure I'll be using hyper triggers at some point, as well as switches and yeah, this whole map is going to be so complicated (at least by my standards, since I'm new to map making lol). The map itself is some sort of cross between Tree D, Turret D, and Defend the Temple, it's pretty neat, and the map is 256x256 lol and I think the theme we are working on is actually going to be like virus/disease against the immune system with the temple at the end being like the heart or something. It's massive, I'll have to post early versions when we get far enough into it that it is actually playable. But yeah, thanks very much guys smile.gif
Report, edit, etc...Posted by SoulVision- on 2005-04-05 at 23:05:29
Just note that using hypers MAY throw off some things a couple miliseconds or seconds, depending on your amount of dialogue and triggers...Probably nothing noticeable though.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-06 at 03:16:02
QUOTE(Tdnfthe1 @ Apr 5 2005, 06:45 PM)
On Topic: Even tho i'm sure the tutorial told you this, make sure your hyper triggers are at the very top of Player Triggers for players it's running under, including the force triggers.
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wtf why are people saying to put them at the top now?
Report, edit, etc...Posted by sckor on 2005-04-06 at 05:15:25
tongue.gif Silly
Its either in a in-game active player, or a computer player with a start location.
(preferably a computer player with no game interference.)
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