Staredit Network > Forums > SC1 Terrain > Topic: Tile to walk but not burrow ?
Tile to walk but not burrow ?
May 28 2009, 8:32 pm
By: r00k  

Jun 3 2009, 2:14 am xYoshix Post #21



Quote from Fallen
To force a unit to unborrow cant you just tell it to move to the location it is in? Therefore if it is hotkeyed it would stay hotkeyed
Yes... It was already stated many times o_O



None.

Jun 3 2009, 5:47 am KooKsTeR Post #22



Now is there a way to keep a unit from un burrowing?



None.

Jun 3 2009, 6:29 pm lil-Inferno Post #23

Just here for the pie

Quote from KooKsTeR
Now is there a way to keep a unit from un burrowing?
Yes. You make the unit for a player that has burrow researched, and when it's made have a create property that creates them burrowed. Then you give it to a player that doesn't have burrow researched. The only way to un-burrow it, then, is to give it back to the original player with burrow researched, or order the unit via triggers.




Jun 3 2009, 8:00 pm Fallen Post #24



Quote from xYoshix
Quote from Fallen
To force a unit to unborrow cant you just tell it to move to the location it is in? Therefore if it is hotkeyed it would stay hotkeyed
Yes... It was already stated many times o_O
Yeah but i make it sound good ;)



None.

Jun 3 2009, 8:14 pm xYoshix Post #25



Quote from Fallen
Quote from xYoshix
Quote from Fallen
To force a unit to unborrow cant you just tell it to move to the location it is in? Therefore if it is hotkeyed it would stay hotkeyed
Yes... It was already stated many times o_O
Yeah but i make it sound good ;)
Not when you answer using a question :bleh:

Lol this thread is really going off topic o.O



None.

Jun 4 2009, 3:03 am Pyro682 Post #26



Yes. You also could force only computers to move by using AI Scripts (Humans are non-responsive to AI Scripts, save for the visions, and maybe a few others.)



None.

Jun 4 2009, 6:54 pm lil-Inferno Post #27

Just here for the pie

Quote from Pyro682
Yes. You also could force only computers to move by using AI Scripts (Humans are non-responsive to AI Scripts, save for the visions, and maybe a few others.)
I think that human players only respond to those (vision scripts), junk yard dog, enter/exit transport, and enter closest bunker.




Jun 4 2009, 9:41 pm KooKsTeR Post #28



Quote from lil-Inferno
Quote from KooKsTeR
Now is there a way to keep a unit from un burrowing?
Yes. You make the unit for a player that has burrow researched, and when it's made have a create property that creates them burrowed. Then you give it to a player that doesn't have burrow researched. The only way to un-burrow it, then, is to give it back to the original player with burrow researched, or order the unit via triggers.
Yes but what about a lurker? I am trying to make it so a computer cannot unburrow a lurker.

Dont stress if you cant figure out a way, I just thought of something that will completly get rid of the problem.



None.

Jun 4 2009, 9:50 pm lil-Inferno Post #29

Just here for the pie

Quote from KooKsTeR
Quote from lil-Inferno
Quote from KooKsTeR
Now is there a way to keep a unit from un burrowing?
Yes. You make the unit for a player that has burrow researched, and when it's made have a create property that creates them burrowed. Then you give it to a player that doesn't have burrow researched. The only way to un-burrow it, then, is to give it back to the original player with burrow researched, or order the unit via triggers.
Yes but what about a lurker? I am trying to make it so a computer cannot unburrow a lurker.

Dont stress if you cant figure out a way, I just thought of something that will completly get rid of the problem.
...Use the methods I told you? It should work on every Zerg unit that can burrow.

Post has been edited 1 time(s), last time on Jun 4 2009, 9:51 pm by lil-Inferno. Reason: Poop is brown.




Jun 4 2009, 9:51 pm Falkoner Post #30



Quote
Yes but what about a lurker? I am trying to make it so a computer cannot unburrow a lurker.

Computers always have the ability to unburrow, whether or not you disable it, you can constantly move the lurker back to its position and that should hold it, however, this will also make it hard to hit with attacks.



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[04:05 am]
O)FaRTy1billion[MM] -- the setting exists, it's just hidden in a weird place
[04:04 am]
O)FaRTy1billion[MM] -- instead change "Microtile Overlay" to "Impassable"
[04:04 am]
O)FaRTy1billion[MM] -- er, wait, idk why i was looking for height
[04:03 am]
O)FaRTy1billion[MM] -- below the minimap should be a thing that says "Overlay Settings" with a little + button in the corner, press the + to expand it, uncheck Use Defaults, then change "Tile Overlay" to "Height"
[03:57 am]
Sylph-Of-Space -- Unless I'm dum (possible)
[03:57 am]
Sylph-Of-Space -- It would be so so so nice if SCMDraft had some kind of dedicated "walkability" view for the tilesets.
[03:53 am]
Sylph-Of-Space -- :'( dont cry for me cat-gentina
[09:18 pm]
Ultraviolet -- 🔪🐈
[12:34 pm]
NudeRaider -- curiosity kills the cat!
[06:18 am]
Sylph-Of-Space -- No complaints here, i'm just curious!
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