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Sep 1 2010, 4:02 am
By: StarBlue
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Sep 1 2010, 2:05 pm NudeRaider Post #21

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Only computer lurkers automatically burrow when under attack. Otherwise it would hurt micro a lot, don't you think? ;)




Sep 1 2010, 2:07 pm Aristocrat Post #22



Quote from NudeRaider
When the spell ends the lurker is killed

Thing is I don't know how to burrow lurkers. You can't create units with the burrowed pro-

NEVER MIND :lol:



None.

Sep 1 2010, 2:21 pm Azrael Post #23



Quote from Aristocrat
Quote from name:Azrael.Wrath
This is only an issue when you use a Dark Templar. If you use a Devouring One instead, you can no longer get too close to walls or edges for it to break.
The issue is, StarBlue wants a lurker to spawn where his burrowed zergling is. Therefore, we MUST have a 32x32 empty space to accommodate the burrowed lurker, and hence why we need a lurker for burrow detection.
You can have the 32x32 location elsewhere, create the unit burrowed, then move it to the player's location. If it doesn't move, you can inform the player they are in too small of an area to use the ability.
Quote from Aristocrat
Quote from name:Azrael.Wrath
Another solution is to make it so the Zergling will automatically unburrow when another unit walks above him.
I forgot how to make units unburrow with triggers. Would be nice if you could post the AI script or whatever that's needed for it.
Center 1x1 location on Zerg Zergling owned by Current Player any Anywhere.
Order Zerg Zergling at 1x1 location: Move to 1x1 location.
Quote from Aristocrat
Quote from name:Azrael.Wrath
Yet another possibility is to make it so two Zerglings occupying the same 1x1 area causes the game to separate them somehow. You can make this separation only activate when both Zerglings are burrowed on top of one another.

The best solution might be a combination of the first two. Once the Zergling burrows, the 1x1 pixel location stops centering on it. When there's no unit above the burrowed Zergling, it continually does a normal unburrow check as illustrated above. When there is another unit at the burrowed Zergling's location, it stops and assumes the Zergling remains burrowed. If at any time the Zergling leaves the 1x1 pixel location, its status is changed to unburrowed.

The issue I see with this is, if two Zerglings burrow on top of each other, one of them can unburrow and will retain his Lurker until he moves. Still, it shouldn't be a terribly huge concern.
The burrow detection works even if they stack, since it's player-specific.
In the example provided, you can't detect which one the two Zerglings unburrowed. Although, you could use the system mentioned by David earlier, where you attempt to move both to a filled location to determine burrow status.

Post has been edited 2 time(s), last time on Oct 12 2010, 2:10 am by DevliN. Reason: Mineral abuse.




Sep 1 2010, 2:58 pm DavidJCobb Post #24



Quote from name:Azrael.Wrath
In the example provided, you can't detect which one the two Zerglings unburrowed. Although, you could use the system mentioned by David earlier, where you attempt to move both to a filled location to determine burrow status.
Best system for this would be a hybrid system, I think. Move a Lurker to the Zergling to check for burrowing as stated by the others in this thread. If two Zerglings unburrow in the same spot, use my system as a last resort in order to ID which one unburrowed. (My system breaks selection and targeting so it should only be used when nothing else would work.)

EDIT: Also, if you use my system, make sure the filled location is real full. If someone unburrows the ling while it's in that filled location, the units used to fill the location will start moving around and stacking, which could break the system when it's used later in the game. (If they stack just right, there may be an open space that an unburrowed Zergling could fit in, for example.)



None.

Sep 1 2010, 3:01 pm Aristocrat Post #25



Quote from DavidJCobb
Quote from name:Azrael.Wrath
In the example provided, you can't detect which one the two Zerglings unburrowed. Although, you could use the system mentioned by David earlier, where you attempt to move both to a filled location to determine burrow status.
Best system for this would be a hybrid system, I think. Move a Lurker to the Zergling to check for burrowing as stated by the others in this thread. If two Zerglings unburrow in the same spot, use my system as a last resort in order to ID which one unburrowed. (My system breaks selection and targeting so it should only be used when nothing else would work.)

EDIT: Also, if you use my system, make sure the filled location is real full. If someone unburrows the ling while it's in that filled location, the units used to fill the location will start moving around and stacking, which could break the system when it's used later in the game. (If they stack just right, there may be an open space that an unburrowed Zergling could fit in, for example.)

Just use a 2x4 location with a vespene geyser on it.



None.

Sep 1 2010, 3:05 pm DavidJCobb Post #26



Quote from Aristocrat
Quote from DavidJCobb
Quote from name:Azrael.Wrath
In the example provided, you can't detect which one the two Zerglings unburrowed. Although, you could use the system mentioned by David earlier, where you attempt to move both to a filled location to determine burrow status.
Best system for this would be a hybrid system, I think. Move a Lurker to the Zergling to check for burrowing as stated by the others in this thread. If two Zerglings unburrow in the same spot, use my system as a last resort in order to ID which one unburrowed. (My system breaks selection and targeting so it should only be used when nothing else would work.)

EDIT: Also, if you use my system, make sure the filled location is real full. If someone unburrows the ling while it's in that filled location, the units used to fill the location will start moving around and stacking, which could break the system when it's used later in the game. (If they stack just right, there may be an open space that an unburrowed Zergling could fit in, for example.)

Just use a 2x4 location with a vespene geyser on it.
SC1 will allow you to move burrowed units under buildings? I thought they made buildings crush burrowed units with a patch.



None.

Sep 1 2010, 3:07 pm Azrael Post #27



I'm not sure, but I think he uses burrowed units under the geysers in SCV Arena.

Post has been edited 2 time(s), last time on Oct 12 2010, 2:23 am by DevliN. Reason: Mineral abuse.




Sep 1 2010, 4:55 pm CecilSunkure Post #28



Quote from Aristocrat
Quote from NudeRaider
When the spell ends the lurker is killed

Thing is I don't know how to burrow lurkers. You can't create units with the burrowed pro-

NEVER MIND :lol:
Yeah, the lurker needs to be computer controlled and it will auto-burrow and start attacking things. If it is ordered to attack to a location, once it gets there, it will burrow and attack whatever is there, it will also get up and follow whatever it was attacking if that thing leaves, and then reburrow and continue attacking. I found this out when making an RPG map that used spawning lurkers as grind material.

You could also create units with triggers with the burrow checkmark somewhere else on the map.



None.

Sep 1 2010, 5:00 pm DavidJCobb Post #29



So basically,

Test for burrowing and unburrowing by moving a Lurker/DT/unit onto the Zergling.
If two Zerglings are in close proximity and one unburrows, move both to a filled (with a Vespene Geyser) but walkable enclosure, see who moves, and you can ID who's still burrowed.

?



None.

Sep 1 2010, 5:27 pm Azrael Post #30



Quote from DavidJCobb
So basically,

Test for burrowing and unburrowing by moving a Lurker/DT/unit onto the Zergling.
If two Zerglings are in close proximity and one unburrows, move both to a filled (with a Vespene Geyser) but walkable enclosure, see who moves, and you can ID who's still burrowed.

?
Pretty much. I still say to use Devouring One instead of a Lurker. If you use a Lurker for burrow detection, whenever the unit walks near an edge it will basically shut off. If he burrows near the edge, there's no way of knowing. I think it would be better to detect that they've burrowed, then inform them there isn't available space to summon their Lurker.

Post has been edited 2 time(s), last time on Oct 12 2010, 2:23 am by DevliN. Reason: Mineral abuse.




Sep 1 2010, 7:22 pm rockz Post #31

ᴄʜᴇᴇsᴇ ɪᴛ!

Oh damn, I thought I responded but I never did.

Use a -16x-8 or -9 location and a devouring one. If the zergling stands on top of another zergling, it ends the spell, sort of like how an observer can stop a turret. nothing wrong with that, but you gotta getin a 8 pixel line to make it catch, which is hard to do. I don't know of any other drawbacks. You can tweak it so that you can have multiple zerglings on top, but unfortunately, it involves moving the unit, which is IMO too buggy to do (lose missile lock).



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Sep 4 2010, 9:36 am Lanthanide Post #32



Burrow rules:
Player controlled unit:
Burrow disabled: Cmd icon does not appear (for any units, including lurker), cannot be researched through hatchery. Units created for this player with 'burrowed' will appear unburrowed.
Burrow enabled: Cmd icon available, can be researched at hatchery, Lurkers can burrow without research. Non-lurker units created for this player with 'burrowed' will definitely appear unburrowed, unsure if Lurkers will be created burrowed.
Burrow researched: Cmd icon available, research icon not available in hatchery, all units can burrow and all units created as "burrowed" will appear burrowed.

CPU controlled units
Burrow disabled: Units may be able to burrow (unsure). Units created for this player with "burrowed" will be unburrowed.
Burrow enabled: All units can burrow, even if not researched (research may encourage frequency). Non-lurker units created for this player with "burrowed" will appear unburrowed, unsure of Lurker creation behaviour.
Burrow researched: All units can burrow, all units created as "burrowed" will appear burrowed.

Note that all Hero units (excepy raynor bike) gain all Enabled upgrades by default, however I am unsure if you can create a burrowed Devouring One if you have it Enabled and not Researched.

Giving units from one player to another will also give tech upgrades (this is exploited by Desert Strike Night map), so if CPU player has a burrowed ling, and you give it to the player, they will now have burrow. Upgrades are even given to players that have that upgrade Disabled, but they will still not be able to use the ability if they have it disabled. I found this out by transitive giving: P8 has burrow researched, P7 has it disabled, P1 has it enabled. Giving from P8 to P7 to P1 will result in P1 having it researched.



None.

Sep 4 2010, 5:01 pm stickynote Post #33



Another way to detect burrow is to detect when the unit can't be seen. Have a computer player that does not have vision shared with the player and run the AI script random suicide mission. Place a wraith or something at the corner of the map. If the zergling is unburrowed, the wraith will move and try to attack the zergling. If the zergling is burrowed, then the wraith will not move because it can't see the zergling. You'd have to set a timer to detect how long the wraith stays in its initial location and set an arbitrary value as the set time for which the wraith is considered as not moving.



None.

Sep 4 2010, 6:07 pm Azrael Post #34



Quote from stickynote
Another way to detect burrow is to detect when the unit can't be seen. Have a computer player that does not have vision shared with the player and run the AI script random suicide mission. Place a wraith or something at the corner of the map. If the zergling is unburrowed, the wraith will move and try to attack the zergling. If the zergling is burrowed, then the wraith will not move because it can't see the zergling. You'd have to set a timer to detect how long the wraith stays in its initial location and set an arbitrary value as the set time for which the wraith is considered as not moving.
Holy shit, that's genius. I'm going to have to put this into a map just to try it.

Post has been edited 2 time(s), last time on Oct 12 2010, 2:22 am by DevliN. Reason: Mineral abuse.




Sep 5 2010, 2:03 am rockz Post #35

ᴄʜᴇᴇsᴇ ɪᴛ!

yeah, if you don't mind a 30 frame delay on burrow detection...



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Sep 5 2010, 2:59 am Azrael Post #36



It's still novel :D

Post has been edited 2 time(s), last time on Oct 12 2010, 2:23 am by DevliN. Reason: Mineral abuse.




Sep 5 2010, 5:15 am stickynote Post #37



It also works for cloaking units (normal burrow detection doesn't work).



None.

Sep 5 2010, 6:25 am Lanthanide Post #38



Same method can be used with a Dark Archon that knows Feedback. AI will use Feedback on units with energy when energy > current HP. So you can use this to crudely determine unit energy or current HP of a particular unit, depending on whether the DA tries to move or not.



None.

Sep 5 2010, 1:54 pm Aristocrat Post #39



It takes up one AI slot per player, though; otherwise you will not be able to tell which player did burrow/cloak.



None.

Sep 5 2010, 1:58 pm StarBlue Post #40



But I want it to be automatic so that the player does nothing but burrow, and I can't constantly have a unit constantly saying it can't be placed. I'll just make it similar to the Mutant |3 from Temple Siege
EDIT: I GOT IT! I can make it so it only executes while it's burrowed by using the classing gateway unit spawn, Instead of making it to where all you have to do Is burrow.

Post has been edited 2 time(s), last time on Sep 5 2010, 2:09 pm by NudeRaider. Reason: Check your spelling. When in doubt activate FF's spell chec



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