I have the system worked out. A burrowed ling follows your hero around and this is what the enemy attacks. The only problem is that when you move, move, move, ect, it lags the hero down. If I put say, a half-second wait in, the ling has time to pop up and then it goes burrowed again. Any way around this very bad lag? And not only does it bog the hero down, the enemies can't attack the unit because it is centering so quickly.
You should use a neutral player for the burrowed unit, so it won't be able to unburrow.
Make a small location over the unit. When the unit is not in that location, move the location back on top of the unit and move the burrowed unit there, so it only moves when you do.
I have it going pretty good. I do have one more problem though. The comp needs an observer to watch the burrowed unit. Should I just give vision for the neutral player to the comp or what?
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Should I just give vision for the neutral player to the comp or what?
Yes...
...Obviously, if the computer can't see it, it won't attack it. It's a comp, it doesn't matter if it sees where the player is (since burrowed unit is following your unit) unless you gave it ai or something...
Nothing bad would happen if you shared vision neutral to comp... From the info I heard.
I done part of the RUSH Arena for the life gauges.
2 spider mines = 1 HP
20 spider mines = 10 HP
200 spider mines = 100 HP
And have player/team color surrounding it.
I asked Tuxedo-Templar to do the rest, but he's busy.
If you dont want it to lag but you want the unit to follow all the time make a civilian (or any other ground unit) at location x; then center location x again on the civilian, remove the civilian and finally move the ling.
The civilian will not show up at all and wont get in the way.
The zergling will not slow the unit down because its under the civilan.
only problem is that the ling is below the unit a bit and not directly under. oh and units cant attack units moving at normal hyper trigger speed, so you might have to set it to every 3rd hyper trigger; ex: accumulates 3 death counters