Is there a way to detect when a unit is burrowed?
Like for instance, I have a lurker with a location "X" centered on it. When the lurker burrows, I want it to be removed then a turret built in its place. Simple simple, just... i can't figure out a way for the turret to spawn after the lurker burrows instead of right when the lurker spawns.
(lol i tried making the location "low ground" only, just 2 c if itd work... 'twas a no go)
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Create 1v1 pixel location(x) and preplace a P9 dark templar.
Triggers are preserved and for force1. It only worx if you have 1 lurker.
always
move location 'x' on lurker for currentplayer (cp)
move 1 dt from anywhere to 'x' for P9
P9 brings at least 1 dt to 'x'
move dt to hiddenlocation (y) from anywhere
remove lurker for cp
create 1 turret for cp at 'x'
always
move all dt to 'y'
Note : low ground is level1 terrain like dirt, snow, water, space, grass, raised jungle, sunken pit etc..
medium ground is high dirt, temple, compound, outpost, structure.
high ground is: high temple, high compound, high outpost, high structure.
Air is same for air units.
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There have been about 3 burrow detection topics in the past couple of weeks, at least take the time to go back a page or two before posting next time.
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u mean like this 1 falkoner?
http://www.staredit.net/topic/1548/take the time 2 read the problem b4 crying next time -.-' thats the newest topic i found (without actually reading every topic 1 by 1) that had anything 2 do with burrowing... and that was about 6 pages back... So i appologize for wanting to create my own topic to ask for help in the help section concerning something that i needed help on -.-'
ooo ic ic : ) so thats how you detect a burrow, nice... thx
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Yeah Falk, Maplantis has been having all the burrowing topics, now it's SEN's turn.
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Oh, sorry about that, I switch between both sites, so it seems like I've answered this question 4 times this week..
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: ) its k
okok... this is my LAST question (4 now lol)...
is it just me or can doodads not be created/moved during a game?
-I've tried just creating the turret at the location... it didn't spawn (i thought it was spawning before but turns out i wasnt paying close enough attention to what actually happend.... nothing)
-I've tried having the turret pre-placed on the map (P9) then moving it to location 'X' then giving it to the current player... it didnt move
am i just doodadidly challenged or can this not be done?
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you can't move/create doodads with triggers.
turrets are not doodads, and they can't be created in-game. If you preplace turrets, it would crash SC.
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You can only create units for players 1-8, preplacing the turrets for the player will not crash SC...
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oh, well I was too lazy to test. -.-
you wouldn't be able to move a turret (not with triggers), would you?
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Yes you would... What gave you the idea you couldn't?
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for some reason I thought the goliath's AI commands were different in units.dat, but I checked and it's only the upper commands that have (Subunit) in parentheses, while the right-click-action is still normal movement. Man I'm stupid.
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weird then... because i tried just creating the turret for (current player) and the turret never spawned, but i know my trigger, uhm, 'triggered' because it displayed the text that i wanted it to say when the turret was 'created'
and then, as for the moving one, it was the same thing but they didnt move... heres what i had in the 2 separate scenarios:
---Note: I have the burrow detection trigger active while the following triggers are trying to activate---
* Create turret at X*
All Players
Player 10 brings at least 1 DT to X
Move one DT for Player 10 at Anywhere to KMHU
Remove one Lurker for current player
Crate 1 Turret at X for Current Player
Display text: Blah
Preserve trig
--------------------------------------------------------------------------------------------------------
*Move turret to X*
All Players
Player 10 brings at least 1 DT to X
Move one DT for Player 10 at Anywhere to KMHU
Remove one Lurker for current player
Move 1 Turret for Player 9 at KMHU to X
Give all Turret owned by Player 9 at X to Current Player
Display text: Blah
Preserve trig
>.<
Post has been edited 12 time(s), last time on Mar 1 2008, 11:05 pm by ZzEzZ.
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you can't create units for P10. even though the conditions were met, the unit wasn't created
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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
There are some units that cant be created (e.g. aldaris (templar hero) or zerg eggs) obviously turrets are belonging to that group.
Preplace them at some remote location and move them to their destination when needed.
I had already written how to create a turret when you burrow a lurker T_T
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NUDE! What the heck you are talking about!? Only units/players that cannot be placed in the normal editor(except Start Locations) cannot be created via triggers!
If the current player is All Players, you might get some glitched attempting to create it, you are trying to create a bunker for each of the 8 players.. Try making a separate trigger for each player.
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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
Wait, what are we talking about?
Missile Turrets or Goli/Tank Turrets?
My reply referred to the latter.
lawlz, placing gol/tank turrets crash the game. You crazy boi!
You can only preplace for units 1-8, however, you could always just GIVE the building to p9-12 (13-255 are screwy and need additional testing - moreso)
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