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Staredit Network -> UMS Assistance -> Trigger Existence Question
Report, edit, etc...Posted by Syn_Adam on 2006-07-17 at 22:09:45
Fairly simple question really.

I've been editing a lurker defense map, and cant find a solution to the newest problem.

I want to make it so that walling is not possible at all, and the best failproof solution i see, is to make it so that anything unburrowed gets an order to burrow as soon as each round starts.

A trigger seems like the only way to do it, but I've looked and am unable to find a trigger that will issue the burrow order, although the condition i can easily put in.

If anyone has a solution, whether it be a trigger, or another way, please let me know helpsmilie.gif .
Report, edit, etc...Posted by Giygas on 2006-07-17 at 22:19:20
I'm pretty sure you can't force a burrow.. although you could take the long root and make the lurkers unburrowable from the start. Once the round ends you could mass-replace them with ones that arnt burrowed, and when the round starts a mass-replace trigger will create ones in the same spot burrowed.

Note: This would disallow lurkers being closer than about a tile apart.
Report, edit, etc...Posted by -bilal92- on 2006-07-17 at 22:22:03
maybe using ai scripts but im not sure
Report, edit, etc...Posted by jhuni on 2006-07-17 at 22:59:22
Well you could give the units to a computer with burrow un-upgraded and that computer will do the attacking for you intill the round is over this way theres no unburrowing. This is if you have an extra slot if you dont then you might have to lose the option to stack lurkers which is very important in lurker games..
Report, edit, etc...Posted by Syn_Adam on 2006-07-17 at 23:22:17
Well since it seems that there isn't a trigger that would allow this, I'm thinking the best solution would be to make it so the computers dont have vision of anyone, thus cant see burrowed lurkers, and then edit the trigger to make it so instead of moving, they attack to the location. Then they should attack anything unburrowed.

If anyone has a more plausible suggestion, that would work for sure and wouldnt be extremely hard to do I'd be more than happy to have it.

So far all the suggestions seem to be either too hard to do, or I'm unable to do them due to lack of knowledge, or i realize they wont work. Plausible or not, it's much appreciated, the thought you guys have put into helping me out happy.gif
Report, edit, etc...Posted by Urmom(U) on 2006-07-17 at 23:23:53
I think I remember hearing from an anti- walling topic that all you do it order them to the place and if there is any obstructions then they will attack.

Let me look that up for you.

Yup, that's right.
Thread
Report, edit, etc...Posted by Giygas on 2006-07-17 at 23:41:35
I just remembered that if you go through the painful process of mass-stacking larva, you can eventually get lurks you can walk through even when they are unburrowed. This would force the player to morph from larva to hydra to lurker though.
Report, edit, etc...Posted by fritfrat(U) on 2006-07-18 at 00:04:03
There's always the fun idea of having all lurkers with almost no health and having the enemies attack (patrol, really) to the end location. Unburrow = dead. You can always add a respawn for killed units this way. I even saw a map right when lurker D maps came out with sunkens on the sides that were given to the enemy whenever the round started, but that was a little extreme.
Report, edit, etc...Posted by Rantent on 2006-07-18 at 07:56:42
Run a check as each round starts, giving each players unit to a neutral player, and testing whether or not they have any unburrowed. Then simply take the ones they have unburrowed and burrow them.
Report, edit, etc...Posted by fritfrat(U) on 2006-07-18 at 12:22:35
Wow, good idea, rantent. Do his method smile.gif. The way to burrow it would be remove the unburrowed unit and create a burrowed unit, syn.
Report, edit, etc...Posted by Kenoli on 2006-07-18 at 13:03:15
QUOTE(Rantent)
Run a check as each round starts, giving each players unit to a neutral player, and testing whether or not they have any unburrowed. Then simply take the ones they have unburrowed and burrow them.
How do you find out which ones are unburrowed?
And how do you make them burrow?

Oh, deja vu!
Report, edit, etc...Posted by (U)Bolt_Head on 2006-07-18 at 13:30:11
QUOTE(Kenoli @ Jul 18 2006, 12:02 PM)
QUOTE(Rantent)
Run a check as each round starts, giving each players unit to a neutral player, and testing whether or not they have any unburrowed. Then simply take the ones they have unburrowed and burrow them.
How do you find out which ones are unburrowed?
And how do you make them burrow?

Oh, deja vu!
[right][snapback]526178[/snapback][/right]


-Create a unit over it and see if it is displaced
-Remove and Replace

... yeah

I'm thinking ... if you order lurkers to move with a trigger, burrowed ones won't move correct? So if they were unborrowed then you could mess the wall up with a order.
Report, edit, etc...Posted by Kenoli on 2006-07-18 at 13:34:54
QUOTE((U)Bolt_Head)
I'm thinking ... if you order lurkers to move with a trigger, burrowed ones won't move correct? So if they were unborrowed then you could mess the wall up with a order.
Burrowed units unburrow when you order them.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-07-18 at 13:51:44
QUOTE(Kenoli @ Jul 18 2006, 12:34 PM)
QUOTE((U)Bolt_Head)
I'm thinking ... if you order lurkers to move with a trigger, burrowed ones won't move correct? So if they were unborrowed then you could mess the wall up with a order.
Burrowed units unburrow when you order them.
[right][snapback]526205[/snapback][/right]


Yeah i know that but I was thinking lurkers might be differant because they are in there attack mode when burrowed...
Report, edit, etc...Posted by Urmom(U) on 2006-07-18 at 14:39:32
I just tested it. Lurkers unburrow just like any normal burrowed units when ordered to move.
Report, edit, etc...Posted by Rantent on 2006-07-18 at 22:35:27
What about attack. I'd imagine ordering to move would unburrow, but attacking would make them burrow again right?
Report, edit, etc...Posted by Syn_Adam on 2006-07-18 at 23:55:05
yes, but if people wall with unburrowed lurkers then they wouldnt be affected by a "attack here" order

I'm thinking the best method will be to have the computer units attack to a location, instead of the current order of move, then raise hp so that people wont lose their units unless they try to continually wall

This way, they have time to realize they cant wall, yet wont lose units for not paying attention.

The other methods are probably better, but I'm still inexperienced to be able to deal with them, plus there isnt a spare slot for a neutral unit.

Very much appreciated all the ideas biggrin.gif
Report, edit, etc...Posted by kholdstare on 2006-07-19 at 09:47:59
Maybe you can try to find an AI script?
Report, edit, etc...Posted by iHaveNoRegrets on 2006-07-19 at 11:09:36
Modify Unit Properties: Check Burrowed

Problem solved.
Report, edit, etc...Posted by LazyCoder on 2006-07-19 at 13:21:57
you could have it so at the start of every round, you give all the lurkers to a computer player, which burrows them, but then you would run into the problem of people getting lurkers mixed up.
Report, edit, etc...Posted by Kenoli on 2006-07-19 at 13:37:36
QUOTE(damned_soldier)
Modify Unit Properties: Check Burrowed
It would be nice if such a trigger existed.

I think letting the computer kill the player's unburrowed lurkers and replacing them at the end of the round would work best. The only thing you have to watch out for are levels of non-attacking units like defilers, medics, high templars, etc.
Report, edit, etc...Posted by Syn_Adam on 2006-07-19 at 14:28:37
I've no idea how to work AI scripts, and there is no open slot for a neutral player, so that doesnt work out for me.

Modifying the unit properties to burrow them only works for start lurkers, and thats the second time ive heard that suggestion, no offense but I'm a little more experienced a map maker than that.

So far I think the best option is to let them die as easy as possible, and then just have another trigger so whenever a lurker dies, another lurker spawns for the player.

I'm going to try that out and see how it works.
Report, edit, etc...Posted by iHaveNoRegrets on 2006-07-19 at 16:03:14
Give players some kind of unit that can burrow, I used hydralisks for these:

Trigger
Conditions:
¤ Round Starts
¤ P1 controls at least 1 Hydralisk
Actions:
¤ Give all P1 Hydralisk to P8


Trigger
Conditions:
¤ P8 controls at least 1 hydralisk
Actions:
¤ Center location 'replace hydra' on P8 hydralisk
¤ Remove 1 hydralisk @ 'replace hydra' for P8
¤ Create 1 burrowed lurker @ 'replace hydra' for P1
¤ Preserve Trigger


Make it so it does each player in order: P1, P2, P3, etc until no1 controls any hydras. Then just create a few guardians for P8 or something that cant see burrowed. So if they unburrow, they die. SOL for the person who unburrows. And u might wanna have hyper triggers.

Yeah and sorry for my newb though, I dunno what I was thinking. I was in a perfect world or something...
Report, edit, etc...Posted by Syn_Adam on 2006-07-19 at 22:30:12
There isnt a player available for me to do that.

I currently have it so the enemies attack from place to place, and I'm at the moment in a game where its going.

Unfortunately, the trigger I made for reembursement when you lose a unit is broke. I lost 2 units and I'm getting 75 mineral(cost to make a hydra, lurker transform is free) every second repeatidly. I think its because i put in preserve trigger, ill have to further test it after this map. I want to test a few other things while its going anyways.

Also the units tend to stop sometimes, I think this will be fixed by changing to patrol to, rather than attack to.

Not sure if my solutions are right, if anyone knows the problem and sees im wrong please do let me know.
Report, edit, etc...Posted by iHaveNoRegrets on 2006-07-20 at 11:00:54
You could use P8... The unit that is attacking...

But if you want to go deaths, here:

Trigger
Conditions:
¤ Player has suffered at least 1 deaths of Lurker.
Actions:
¤ Set Resources: Add 75 minerals for Player
¤ Set Deaths: Subtract 1 death of Lurker for Player
¤ Preserve Trigger
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