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Staredit Network -> UMS Assistance -> Permanently Burrowed Lurker
Report, edit, etc...Posted by ShadowSnipe4 on 2004-08-24 at 20:16:23
Is there a way to permanently burrow a lurker and still have its attacking capabilities?
Report, edit, etc...Posted by eXile5 on 2004-08-24 at 20:21:33
I'm pretty sure you start the lurker with a player/computer with burrowed researched, then give it to a player with burrowed disabled.
Report, edit, etc...Posted by r[s]t on 2004-08-24 at 20:23:54
check the assiantant archive
Report, edit, etc...Posted by phatdiddy on 2004-08-24 at 20:29:41
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.
Report, edit, etc...Posted by ShadowSnipe4 on 2004-08-24 at 20:32:25
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.
Report, edit, etc...Posted by phatdiddy on 2004-08-24 at 20:41:34
Then just have them owned by some computer and make the lurker invincible, it won't be attacked so it won't move. ANd just have move triggers moving it. Unless you don't have enough comps for each human player though.
Report, edit, etc...Posted by nyczdigga on 2004-08-24 at 20:42:26
You cant disable lurker it ill crash sc.
check this out http://www.staredit.net/?showtopic=1885#topic50

ZERG:


-Zerling

-Larva (*3)
|-Egg (*8)
|-Drone (*10)
|-Zerling (*8 & *9)
|-Overlord (*8)
|-Hydralisk (*8 & *3)
| |-Lurker Egg (*8)
| |-Lurker (*8)
|-Ultralisk (*8)
|-Defiler (*8 & *5)
|-Mutalisk (*8)
| |-Cocoon (*8)
| |-Guardian (*8)
| |-Devourer (*8)
|-Scourge (*8 & *9)
|-Queen (*8 & *9)

-Hydralisk (*3)
|-Lurker Egg (*8)
|-Lurker (*8)

*8: This unit is muted/warpped from the previous unit. Don't try to disable-enable it in staredit!

I remember i played splash defense v3.1, if you make a turret, it removes the turret and makes a lurker burrowed, able to attack, and unable to unburrow. I think exile is right. I added a map to show you and triggers to see.
Report, edit, etc...Posted by .matrix//Merovingian on 2004-08-24 at 20:54:42
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. biggrin.gif 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?
Report, edit, etc...Posted by phatdiddy on 2004-08-24 at 21:00:44
Why would you need to disable it? THat'd be pointless, plus giving the player with the lurk burrow is unnecesary since lurkers can burrow regardless of the abilities upgrade status.

All thsoe triggers to is let the lurker move with raynor, which is pretty simple if you ask me.
Report, edit, etc...Posted by Kenoli on 2004-08-24 at 21:10:51
If the lurker is constantly being moved it wont be able to unburrow anyway, right?
So if you have it moving under a unit it should work fine.
Report, edit, etc...Posted by .matrix//Merovingian on 2004-08-24 at 21:13:20
QUOTE(phatdiddy @ Aug 24 2004, 06:00 PM)
Why would you need to disable it? THat'd be pointless, plus giving the player with the lurk burrow is unnecesary since lurkers can burrow regardless of the abilities upgrade status.

All thsoe triggers to is let the lurker move with raynor, which is pretty simple if you ask me.

I know, but that's what came to mind. The thing is that the Lurker doesn't belong to the human, but to an ally comp. Thusly, the human player can't burrow it, and the comp can't either (unless an enemy human or comp has an air unit and a detector, but the Lurker can be made invincible, which is one thing that I forgot to add). Also, ShadowSnipe4 wanted the Lurker to follow a unit, which is what those triggers are for. I also think that he wanted the Lurker to be burrowed already, not to show up with the trigger, THEN burrow.
Report, edit, etc...Posted by ShadowSnipe4 on 2004-08-24 at 21:14:15
QUOTE
If the lurker is constantly being moved it wont be able to unburrow anyway, right?
So if you have it moving under a unit it should work fine.

What I'm saying is what if the player stops, if he does i dont want him to be able to unburrow.
Report, edit, etc...Posted by .matrix//Merovingian on 2004-08-24 at 21:15:56
QUOTE(ShadowSnipe4 @ Aug 24 2004, 06:14 PM)
QUOTE
If the lurker is constantly being moved it wont be able to unburrow anyway, right?
So if you have it moving under a unit it should work fine.

What I'm saying is what if the player stops, if he does i dont want him to be able to unburrow.

That's what my solution entails: create an pre-Burrowed, invincible Lurker for a computer player that is allied to the owner of the unit it's following.
Report, edit, etc...Posted by ShadowSnipe4 on 2004-08-24 at 21:19:45
QUOTE
That's what my solution entails: create an pre-Burrowed, invincible Lurker for a computer player that is allied to the owner of the unit it's following.

But then the player that has the lurker would be hit by splash damage right?
Report, edit, etc...Posted by nyczdigga on 2004-08-24 at 21:22:19
I dont think lurker can move burrowed. It has to unburrow to move. Unless you moveunit which is like a teleport on the unit.

QUOTE
But then the player that has the lurker would be hit by splash damage right?


The player that doesnt have the lurker gets splash dmg, the player with lurker doesnt cuz his giving the splash.
Report, edit, etc...Posted by .matrix//Merovingian on 2004-08-24 at 21:26:22
QUOTE(ShadowSnipe4 @ Aug 24 2004, 06:19 PM)
QUOTE
That's what my solution entails: create an pre-Burrowed, invincible Lurker for a computer player that is allied to the owner of the unit it's following.

But then the player that has the lurker would be hit by splash damage right?

The Lurker's invincible, right? So it's immune to even splash damage.

QUOTE
I dont think lurker can move burrowed. It has to unburrow to move. Unless you moveunit which is like a teleport on the unit.


Uh, try reading some of the earlier posts here.
Report, edit, etc...Posted by nyczdigga on 2004-08-24 at 21:33:23
QUOTE
Is there a way to permanently burrow a lurker and still have its attacking capabilities?


If the luker is comp and his burrow alibity, give it to the player that you want with no burrow ability, then the player not the comp cant unburrow his lurker but can attack.

Edit:
Wolf, please read my earlier posts. The map making tricks and help, look for disable - enable link, it says there that lurker cant disable or it will crash.

I dont think its possible to order move the lurker, the burrow ability is gone. The only way is to moveunit not order move.
Report, edit, etc...Posted by Felagund on 2004-08-24 at 21:40:16
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.


Sorry, I just had to wink.gif
Report, edit, etc...Posted by nyczdigga on 2004-08-24 at 21:41:56
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.
Thank you, thats what we need!

Lurker burrowing is default, meaning default, other units like zerglings can't burrow. With avaliable and researched , lurkers been having it because of default, but, zerglings can burrow now. If you remove all default, researched, avaliable, lurkers cant burrow niether can burrowable zerg units.

Look at my attachments and yourll see the lurkers.
Report, edit, etc...Posted by TSoldier_Wol[f] on 2004-08-24 at 21:51:19
QUOTE(nyczdigga @ Aug 24 2004, 08:35 PM)
Wolf, please read my earlier posts. The map making tricks and help, look for disable - enable link, it says there that lurker cant disable or it will crash.

I dont think its possible to order move the lurker, the burrow ability is gone. The only way is to moveunit not order move.

O, Sorry I thought it mine work. I hardly use Disable stuff. I only disable and enable Doors!
Report, edit, etc...Posted by phatdiddy on 2004-08-24 at 21:52:39
Sry about that then, I didn't realize that lurker burrow was like heros abilities where disabling the ability didn't allow it.

But if you just have the ability as available the lurker will have burrow so you'll have to completely disable burrowing, which could work depending on what the other player does.
Report, edit, etc...Posted by nyczdigga on 2004-08-24 at 21:55:05
Lol wolf, I know what you mean.
Report, edit, etc...Posted by ShadowSnipe4 on 2004-08-24 at 22:05:18
QUOTE
QUOTE (ShadowSnipe4 @ Aug 24 2004, 06:19 PM)
QUOTE
That's what my solution entails: create an pre-Burrowed, invincible Lurker for a computer player that is allied to the owner of the unit it's following.

But then the player that has the lurker would be hit by splash damage right?

The Lurker's invincible, right? So it's immune to even splash damage.

QUOTE
I dont think lurker can move burrowed. It has to unburrow to move. Unless you moveunit which is like a teleport on the unit.


Uh, try reading some of the earlier posts here.

Im not talking about the lurker being splashed Im ttalking about the unit it's following...
Report, edit, etc...Posted by .matrix//Merovingian on 2004-08-24 at 22:11:57
QUOTE(ShadowSnipe4 @ Aug 24 2004, 07:05 PM)
QUOTE
QUOTE (ShadowSnipe4 @ Aug 24 2004, 06:19 PM)
QUOTE
That's what my solution entails: create an pre-Burrowed, invincible Lurker for a computer player that is allied to the owner of the unit it's following.

But then the player that has the lurker would be hit by splash damage right?

The Lurker's invincible, right? So it's immune to even splash damage.

QUOTE
I dont think lurker can move burrowed. It has to unburrow to move. Unless you moveunit which is like a teleport on the unit.


Uh, try reading some of the earlier posts here.

Im not talking about the lurker being splashed Im ttalking about the unit it's following...

Of course the unit that the Lurker's following will be affected by splash damage.
Report, edit, etc...Posted by nyczdigga on 2004-08-24 at 22:13:23
The lurker cannont follow the a unit while its burrowed, thats impossible, there is no trigger for a burrow unit following it. If your talking about order move thats impossible, if your talking about move unit then thats possible. I explained it so explainable, i think i read something wrong?
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