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Staredit Network -> UMS Assistance -> Burrowed Lurker
Report, edit, etc...Posted by The.Warchief on 2007-02-08 at 07:33:54
Before you move/delete/skip this thread, please notice that I have searched the tutorials over and over again for few hours, and also searched in the forums and other websites.
So basically what I need is a burrowed lurker that doesnt unburrow, owned by computer and able to attack.
The tutorial of Lurker/Wraith only works when the lurker is given from a comp to human, and not the opposite.
I am making a small map which will be used to practice 'Lurker Dance' with marines efficiently.
Therefore, I can't use the trigger that will bring them back if they leave the location, or that will kil them and make another, because I need them to just not burrow at all, and also stay with their current HP.

oh and sorry for not being active till now, I just had some problems.
EuR0_WaRcHieF @ Europe
Report, edit, etc...Posted by Falkoner on 2007-02-08 at 09:09:49
There is no effective way other than what you are saying. If you have noticed, the games where the lurkers never unburrow are set up so that the lurkers are always close enough to whatever they are attacking to attack. And the games with a larger area always let the lurkers unburrow.
Report, edit, etc...Posted by T-a-r-g-e-t on 2007-02-08 at 09:45:34
create a location around your lurker called Location Lurker. Then, make a trigger that gives the lurker to a neutral player if there are no units inside Location Lurker. If an enemy brings any units to Location Lurker, then make another trigger that gives the lurker back to the active player.
Report, edit, etc...Posted by The.Warchief on 2007-02-08 at 10:34:54


Locations have a shape of a square, and it cannot fit the exact range of the lurker.

And Falkoner, what you're saying isn't true. Take the first stage in the map Marine Control for example.
Report, edit, etc...Posted by T-a-r-g-e-t on 2007-02-08 at 10:40:55
yes, very true. you would need a circle shape to do my method. however, you could just make the square slightly smaller than the lurker's range, and it would still work. however, it depends how precise you want it.
Report, edit, etc...Posted by The.Warchief on 2007-02-08 at 10:47:22
The purpose is micro training, and it's about timing. Therefore, precision is top priority. I'm also afraid that even hyper triggers wont be fast enough to prevent the lurker from unburrowing.
Also, if I will accidently step out of the location, but stay in range, and then go back to it, this may cause changes in the lurker's attack rythme.
Report, edit, etc...Posted by rockz on 2007-02-08 at 11:22:31
While you can't make an exact circle using locations, I assume this map will only be for training with computers, so you will have an abundance of locations. If you simply make lots of locations, you can approach a perfect circle. If you set a death counter for when you are in any of the locations, then you can give it to a comp, then back to neutral when the death is 0 and you don't bring anyone to any of the locations.
Report, edit, etc...Posted by The.Warchief on 2007-02-08 at 11:40:00
QUOTE(rockz @ Feb 8 2007, 06:22 PM)
While you can't make an exact circle using locations, I assume this map will only be for training with computers, so you will have an abundance of locations.  If you simply make lots of locations, you can approach a perfect circle.  If you set a death counter for when you are in any of the locations, then you can give it to a comp, then back to neutral when the death is 0 and you don't bring anyone to any of the locations.
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Hmm didn't really get your point...
Besides, I didn't say I'll practice it alone... actually I made it for 7 players, since it isn't much work to add a marine and copy 2 triggres tongue.gif

Making perfect circle out of square 1x1 locations is also to much work for this map.
Report, edit, etc...Posted by rockz on 2007-02-08 at 12:21:44
If you aren't alone, then you have that human player to control the lurker, right?

If you want perfection, then you will have to work for it. My way can be attainable through a minimum of 9 locations.

A lurker's range is 7, so the diagonal of the main location should be 14, which means the lengths should be 7*sqrt(2), which is 9.8 or 10. That means the vertical attack needs 2 more squares, so you simply make 2 more locations, one being 8x1, and 6x1. Make it a hexagonish figure on the other 3 sides, and you have a very rough circle. That's 9 locations, 9 triggers to set the death counter, 1 trigger to clear the death counter, 2 triggers to give the units to neutral/computer.

if you want to, you can use the same approach to get much better accuracy by using more locations.
Report, edit, etc...Posted by PCFredZ on 2007-02-08 at 22:34:11
The reason "Un-unburrowable" units can't be created for computer players is that they defy the Players Settings. If you disable burrowing for a human player and give him a burrowed unit, it won't be able to unburrow. For a computer player, it will unburrow if needed. In the case of the Lurker AI, that means when it is chasing or being attacked by an enemy ground unit.
Report, edit, etc...Posted by Koltz on 2007-02-08 at 22:49:11
Make player 7 a comp, player 8 "unused"

Create a lurker at X for 7, give to 8, and it wont unburrow.

This is something i started, really ez for now
Report, edit, etc...Posted by rockz on 2007-02-09 at 14:31:26
Nice Koltz.
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