Hi, I`m a beginner map maker and I have a problem with computers players. Can a computer behave like a human? This is, to attack a unit that attacked him forever, not coming back to the original position after a few steps, keeping a lurker borrowed and not unburrow when the unit that him attacked leaves his range, etc.
If that isn´t possible, how can you get the same effect without giving the units to a computer player? It`s possible to make a property that keep a lurk always borrowed? Plz

Some of this can be done with AI scripts. The lurker thing is probably inherent to the lurker. Maybe you could make some complex triggers to determine when something is out of its range and give it to a neutral player or something...probably too much work and might not work the way you want it.
For the lurker thing, could you try something like this?
| Trigger |
| Players: |
| ¤ (Lurker Owner) |
| Conditions: |
| ¤ (Foes) bring at most 0 Units to location "Lurker Range" |
| Actions: |
¤ Give all Lurker owned by (Lurker Owner) to Player 12 (Neutral)
|
| ¤ Preserve Trigger |
| Trigger |
| Players: |
| ¤ (Lurker Owner) |
| Conditions: |
| ¤ (Foes) bring at least 1 Any Unit to location "Lurker Range" |
| Actions: |
¤ Give all Lurker owned by Player 12 (Neutral) to (Lurker Owner)
|
| ¤ Preserve Trigger |
This all ties back to that grid-check system I was trying to make, only the triggers that were used to determine the direction units were coming at and ordering a unit to move in the proper direction didn't work, even though it should have.
I'm pretty sure you can check each lurker's surroundings, but you should make it owned by player 12 BEFORE it gets out of range, not right when, because the computer will probably unburrow instantly. You should also give it back to the computer if there are any detectors nearby, or if it's losing lurkers when there are no detectors or units(siege tanks and scanner sweep, scanner sweep is undetectable).
If you want more info on the grid scan system I had, just ask, it works very fast.
Ow, making that lurk range is so laboriously, cause the lurk rang follows a circle, not a square, and you must make a circle just using squares. But it might work. Thanks for idea.
Another question, how can I manage to give vision to observers? I have seen obs maps and they run a al script named "Turn ON shared vision for Player X" but I can´t find that script. How can I do that?
You need any program other than standard SE (SCXE, SF, SCMD...).
Or just open a map with observer settings and save the trigger
About the burrowing lurker thing...I've been making an RPG map, with burrowed enemy computer zerglings and lurkers around the place. Now, I've put up a campaign AI script, but when I start the map, all of the zerg units just unburrow. How do I get them to stay burrowed? Sorry if this is a little off topic...
And before you get confused by using the scripts, if you want to give obs vision, just run the scripts for each player owned by the obs players, and it will give them vision. Example:
| Trigger |
| Description: |
| Have Observer Players Recieve Vision from All Players |
|
| Players: |
| ¤ Observer Players (ONLY!) |
| Conditions: |
| ¤ Always. |
| Actions: |
¤ Run AI Script: "Turn ON shared vision for Player 1."
|
¤ Run AI Script: "Turn ON shared vision for Player 2."
|
¤ Run AI Script: "Turn ON shared vision for Player 3."
|
¤ Run AI Script: "Turn ON shared vision for Player 4."
|
¤ Run AI Script: "Turn ON shared vision for Player 5."
|
¤ Run AI Script: "Turn ON shared vision for Player 6."
|
¤ Run AI Script: "Turn ON shared vision for Player 7."
|
¤ Run AI Script: "Turn ON shared vision for Player 8." -----// These actions make Player 1 vision the observer players, player 2 vision the observer players, etc...
|
¤ Preserve Trigger. -----// The preserve trigger action is so that the players can't unvision the observers, because they were created to observe, not watch nothing. |
You might also want to add and preserve triggers that always make the observers unally the players, so that they can't ally and send minimap pings to the players.
EDIT:
Hofodomo, when computers are not running an AI script, all their unused zerg units will automatically burrow.
Hofodomo, if you create all those units with the property of start burrowed, they must not unburrow in the beggining of the map.
Thanks for the observers isuue. Another idea to keep the lurk burrowed, not unborrowing when the units he shooted leaves his range?