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Staredit Network -> UMS Assistance -> Lurker Not Unburrowing
Report, edit, etc...Posted by Coop on 2006-07-31 at 13:49:54
Let me set the stage to my problem.
A computer has a lurker burrowed and you are his enemy/he is your enemy.
When you attack or get in range of the lurker then run away from it, the lurker unburrows and follows you then burrows again.
I want the lurker to stay put the whole time like in Marine Control.. I'm not sure how to do this without causeing the lurker to not attack smoothely or having it unburrow and burrow again..
Thanks

Oh and btw I tried this tutorial:
http://staredit.net/index.php?tutorial=58
and switched around the computer and human players so the lurker was owned by the computer and it did not work =/.
Report, edit, etc...Posted by KABOOM on 2006-07-31 at 15:36:53
move unit to location but put a wait in it so it has time to do its normal attacks or just to reburrow, whoops just read over the post and found out this aint what u want.. but the first thing i said is useful

ADDITION:
oh just thought of something else after like 1 second or as long as it takes to atk give to pl12 and give back right away to keep it burrowed. just a thought might not work but i think it will
Report, edit, etc...Posted by Sopris on 2006-07-31 at 18:20:23
Or, when it unburrows...
Trigger
Description:
Players:
¤ Player 1
Conditions:
¤ Player X brings Excactly 0 Zerg Lurker to Lurker's Spot
Actions:
¤ Remove all Zerg Lurker for Player X at location Lurker's Boundaries
¤ Create 1 Zerg Lurker at location Lurker's spot for Player X. Apply Properties: Burrowed


Have Lurker's spot be a 1x1 location and the Lurker's boundaries a 3x3 location. But of course the lurker will have unburrowed so this is probobly not the trigger you want.
Report, edit, etc...Posted by R0y- on 2006-08-01 at 05:31:01
If you want to do this you can.. Make the player who will have the lurker have burrow disabled. Have another player with burrow enabled. Pre-place the lurker's owner as the one with the burrow enabled. then make this trigger:
Trigger
Players:
¤ Player with burrow disabled
Conditions:
¤ Always
Actions:
¤ Give all lurker at Anywhere* owned by (player with burrow enabled) to current player.


*If there are lurkers you want to unburrow in the map, make a location over the lurker staying burrowed so that the others won't be affected.

Doing this makes a burrowed lurker without the burrow ability. Therefore, the lurker can not unburrow. In my opinion this looks more professional then replacing the lurker if it moves.

Probably the reason why the method in the tutorial didnt work is because you forgot to disable burrow for the player owning the lurker. If burrow is not set to "disable" then the lurker has the ability to unburrow.
Report, edit, etc...Posted by Kenoli on 2006-08-01 at 10:43:11
Computer controlled units can unburrow regardless of the upgrade being disabled.
Report, edit, etc...Posted by AshaMeD on 2006-08-01 at 13:00:48
I would do.... Ok... Try this im not sure if it would work with.... a lurker!! but move it 2 like unmoveable... land and preserve trigger... accually im quite sure this will work just do that!
Report, edit, etc...Posted by i)D(Elite on 2006-08-02 at 21:48:24
Try making a burrow check by putting a location on the lurker and every second or so making a dark templar owned by a player you cant see at the lurker.
If the dark templar appears at the location, the lurker didnt push him out of the way so the lurker is burrowed.
If the dark templar does NOT appear at the location, the lurker pushed him out of the way.
In that case, create a burrowed lurker at the location and remove the unburrowed one.
By the way, use death counters so you don't need a constant wait trigger conflicting up the place, but you should probly know that already happy.gif
Report, edit, etc...Posted by Coop on 2006-08-05 at 21:35:40
I realized the only way to do this is create a location that covers the range of the lurker attack. Then when you are in range of the lurker the lurker sets you to his enemy. When you are not in the location the lurker sets you as his ally. That way the lurker won't unburrow and will attack you like normal. I found this works well and solved my problem. I needed 2 locations to cover the lurkers range though since the lurkers range is not a square its a circle. Thanks anyways for all who posted. =).
Report, edit, etc...Posted by lll on 2006-08-05 at 21:46:07
have the lurker owned my a neutral player. He wont move and you can set that nuetral player to enemy so the lurker can attack you.
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