Staredit Network

Staredit Network -> UMS Assistance -> Detecting Burrowed Units
Report, edit, etc...Posted by Xeno on 2005-01-01 at 15:07:05
Could someone explain to me how this is done? I need a switch to be set when a unit is burrowed and then I need it cleared when it resurfaces; how would I do this?
Report, edit, etc...Posted by PearS on 2005-01-01 at 15:56:00
I gave you this map last night. Why did you make this thread?
Report, edit, etc...Posted by Xeno on 2005-01-01 at 15:56:52
I downloaded it, but didn't quite understand it and wanted a little more information.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-01-01 at 19:54:06
It moves a unit to a location on the unit and back immediately (usually, I didn't check the map bus that's how most people do it). if the unit is able to go into the location over the burrowing unit, then it is burrowed, and the effect happens. if it doesn't get moved to that location (you'd want the location small, so it only fits over the burrowing unit), then it is unburrowed and nothing happens. Make sure you have the location centering on the burrowing unit. Hope that helps, =\
Report, edit, etc...Posted by Urmom(U) on 2005-01-01 at 19:59:06
zerg playing dead, could you help me figure out what im doing wrong with my version of the map? itd help for an rpg im making.

[attachmentid=3723]
Report, edit, etc...Posted by (Dual)Archon on 2005-01-02 at 21:07:55
Maybe you could put a turret or shared vision????
Report, edit, etc...Posted by Urmom(U) on 2005-01-03 at 16:09:43
QUOTE((Dual)Archon @ Jan 2 2005, 09:07 PM)
Maybe you could put a turret or shared vision????
[right][snapback]118281[/snapback][/right]


no that is not what he is asking. his question is how can you detect when a unit is burrowed. not how can i see a burrowed unit.
Report, edit, etc...Posted by greenreaper on 2005-01-03 at 23:17:04
Well, what you did wrong was something in the condition of one trigger. I sort of forgot what you did wrong , but I do have the 'fixed' version of your map. It displays whether your zergling is burrowed or not. You COULD change the display text trigger into set switch or something....
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-04 at 06:37:28
QUOTE(urmom @ Jan 1 2005, 06:59 PM)
zerg playing dead, could you help me figure out what im doing wrong with my version of the map?  itd help for an rpg im making.

[attachmentid=3723]
[right][snapback]117849[/snapback][/right]


I belive your problem was that location was too large and the drone wasn't displaced far enouth to be compleatly out side of it.

Just so you know you have contradicting actions. The move unit action in the first trigger is undone by the second trigger. (second trigger isn't needed, just move move the drone to the ling in the first one (instead of the other way around).

PS. Xeno your a disgrace, you have the map and you still can't figure it out lol jk.. Well here is how it works in terms you should understand.

A unit is moved to a location centered on the unit your trying to detect. If the unit is burrowed the unit will be moved on top, if it is not burrowed the unit will be displaced and no longer fall in the location centered on the unit your detecting.

Ha Ha Pears, I made that map lol.
Report, edit, etc...Posted by Nozomu on 2005-01-04 at 12:23:47
I tried to tell you to do it that way at Map Night, Xeno... But you were having none of it tongue.gif.
Next Page (1)