QUOTE(ShadowSnipe4 @ Aug 24 2004, 05:32 PM)
QUOTE
Lurkers always have burrow no matter what so even if the player doesn't have the upgrade they'll still be able to burrow.
What you could try is placing a location at the lurker and if it trys to move just remove the lurker and place a burrowed one there. So if the player tries that they'll really jsut be wasting their own time.
Because I want the lurkers to follow a unit.
I think I have a potential solution here. I'll be using Jim Raynor as the unit that the Lurker will be following. Hyper triggers may be necessary. Make sure that you have Burrowing enabled or researched for the Lurker's owner! (Player 1 is the human, Player 2 is the allied comp, and Player 3 is the enemy comp.)
PLAYERS
- Player 1
CONDITIONS
- Always.
ACTIONS
- Set Player 2 to to Ally.
PLAYERS
- Player 2
CONDITIONS
- Always.
ACTIONS
- Set Player 1 to Ally.
- Set Player 3 to Enemy.
PLAYERS
- Player 1
CONDITIONS
- Always.
ACTIONS
- Center location labeled 'LurkerFollow' on Jim Raynor (Marine) at 'Anywhere'.
- Preserve trigger.
PLAYERS
- Player 2
CONDITIONS
- Always.
- Player 1 brings at least 1 Jim Raynor (Marine) to 'LurkerFollow'.
- Current player brings at most 0 Zerg Lurker to 'LurkerFollow'.
- 'Switch 1' is cleared.
ACTIONS
- Create 1 Zerg Lurker at 'LurkerFollow' for Current player. Apply properties. [Make sure to apply "Burrowed" as the Lurker's property!]
- Set 'Switch 1'.
PLAYERS
- Player 2
CONDITIONS
- Current player brings at most 0 Zerg Lurker to 'LurkerFollow'.
- 'Switch 1' is set.
ACTIONS
- Move all Zerg Lurker owned by Current player at 'Anywhere' to 'LurkerFollow'.
- Preserve trigger.
There's my solution.

I have no idea if it actually works, so you'll have to test it yourself. Disabling the Lurker while it's burrowed could work, but doesn't that make it unable to attack?