Lurker hold
Jul 19 2008, 1:58 am
By: OrangeRT  

Jul 19 2008, 1:58 am OrangeRT Post #1



how to make lurkers at a certain location stay burrowed and attack without unburrowing.



None.

Jul 19 2008, 2:31 am NudeRaider Post #2

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

Afaik there's no real way.

You could try moving back though. But you couldn't do it constantly or it wouldn't attack, so i guess not.

Blinding it might prevent the unburrow, but it would only return fire in this case, not open fire first. You could place unit with a small sight radius, like a immobilized ling or a burrowed hyd without burrow tech or something there to expand the sight range of 1 of the blinded lurker. This would hopefully enable the lurker to open fire first.

You could implement a burrow detection that orders the lurk to move back if unburrowed.

All these ideas are only experimental workarounds. Use at your own risk. ;)




Jul 19 2008, 3:20 am Falkoner Post #3



You could make the computer that owns the lurker become allied to the players if they get too far away, then make it enemy again if they get close, I haven't tested it, but it might work.



None.

Jul 19 2008, 3:22 am Clokr_ Post #4



If they're owned by an human player and burrowing is disabled you can preplace the burrowed lurkers or create them burrowed by the create units with properties trigger action. They won't be able to unburrow.

It might also work if burrowing is unresearched.



?????

Jul 19 2008, 3:25 am Falkoner Post #5



Quote
If they're owned by an human player and burrowing is disabled you can preplace the burrowed lurkers or create them burrowed by the create units with properties trigger action. They won't be able to unburrow.

It might also work if burrowing is unresearched.

You can't preplace or create units in the burrowed state for players that do not have it researched :(, although he could create/preplace them for a player who does have it researched, and then give it to them, and then that would work, but I assume he means a computer player, since humans don't automatically unburrow their lurkers to follow enemy units.



None.

Jul 19 2008, 3:42 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

already solved.
http://www.staredit.net/?file=583

Take a look at the trigs, I think kenoli just gave the burrowed lurker to a neutral player.

Edit: looks like he gives it to an Unused player, since they defaultly have the same AI as a player.

Post has been edited 1 time(s), last time on Jul 19 2008, 3:51 am by rockz.



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

Jul 19 2008, 3:46 am Atlos Post #7



If you start the lurker out owned by a computer player with burrow researched and then give it to the player who has it set to disabled, it won't be able to unburrow. I forget if neutral has burrow researched by default since I'm too lazy to check rockz's example (I assume it does). :P



None.

Jul 19 2008, 3:50 am Falkoner Post #8



Well, I think Kenoli just gives the unit to a neutral player when the players get out of reach, so it doesn't follow, it's a good method, since it makes the lurker lose all other commands when it's given.



None.

Jul 19 2008, 3:59 am Atlos Post #9



I just downloaded the map and all he did was use the insane Zerg AI script.



None.

Jul 19 2008, 4:00 am Falkoner Post #10



:???: Maybe that AI makes them keep it burrowed?



None.

Jul 19 2008, 4:50 am rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from name:Urmom(U)
I just downloaded the map and all he did was use the insane Zerg AI script.
and then give them to player 3 (unused).



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

Jul 19 2008, 10:00 am NudeRaider Post #12

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

Quote from Clokr_
If they're owned by an human player and burrowing is disabled you can preplace the burrowed lurkers or create them burrowed by the create units with properties trigger action. They won't be able to unburrow.

It might also work if burrowing is unresearched.
Wasn't Lurker an exception for that rule? Since he must burrow to attack he can burrow and unburrow without the tech.
Never heard that a melee player had to research burrow tech to attack... :P

OK, just tested it for humans:
Enabled (or researched) => lurker can be created burrowed and you can burrow and unburrow them
Disabled => lurker cannot be created burrowed and you can't burrow or unburrow them
That's how you'd expect it. Lurker is like heroes that always have their spells enabled except whan you completely disable it.

and computers:
Enabled (or researched) => lurker can be created burrowed and it burrows and unburrows
Disabled => lurker cannot be created burrowed and it can't burrow BUT IT CAN unburrow!

Conclusion: There's no way to prevent unburrowing for sure for active computer players. If a unused slot is enough then use it, otherwise check the workarounds we presented.

Post has been edited 4 time(s), last time on Aug 8 2008, 11:03 pm by NudeRaider.




Jul 19 2008, 2:46 pm FredFredBurger_ Post #13



create a unit for a computer with properties, burrowed.
disable the player's burrow ability.
give the lurker to the player.
or just put some P12 burrowed lurkers and give it to them.
after testing - doesnt work when computer's burrow is disabled.
doesnt work for computers (they will unburrow)

Post has been edited 3 time(s), last time on Jul 19 2008, 3:27 pm by FredFredBurger_.



None.

Jul 19 2008, 3:03 pm rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

Did you just contradict Nude's statement, Fred?



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

Jul 19 2008, 3:06 pm FredFredBurger_ Post #15



NAWW NVM :bleh:

Post has been edited 1 time(s), last time on Jul 19 2008, 3:33 pm by FredFredBurger_.



None.

Jul 19 2008, 7:24 pm Kaias Post #16



Maybe its possible to move and move back slow enough that he can fire and fast enough that he can't unburrow.



None.

Jul 20 2008, 3:52 am Falkoner Post #17



He would keep losing his target, besides, I think the giving it to a neutral computer when a player isn't around is a good idea.



None.

Jul 20 2008, 4:39 am OrangeRT Post #18



Well the last time i built maps was before an year or so. And i have forgot alot of things. Thx all for the help. Wasnt there a alot easier way with the "run ai script / run ai scrip at a location"? I made a map back in time with this option but i dont remember which script i had choosen. But it worked perfectly



None.

Jul 20 2008, 11:40 am NudeRaider Post #19

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

Quote from Falkoner
I think the giving it to a neutral computer when a player isn't around is a good idea.
When there's no player around the lurk won't unburrow anyway if you apply no ai script.

Quote from OrangeRT
Well the last time i built maps was before an year or so. And i have forgot alot of things. Thx all for the help. Wasnt there a alot easier way with the "run ai script / run ai scrip at a location"? I made a map back in time with this option but i dont remember which script i had choosen. But it worked perfectly
To keep a lurker (or other unit) burrowed?
Then pls dig out your old map and tell us the news. Not all effects of AIs are known. Maybe you found a very interesting one.




Jul 20 2008, 1:00 pm OrangeRT Post #20



Quote from NudeRaider
Quote from Falkoner
I think the giving it to a neutral computer when a player isn't around is a good idea.
When there's no player around the lurk won't unburrow anyway if you apply no ai script.

Quote from OrangeRT
Well the last time i built maps was before an year or so. And i have forgot alot of things. Thx all for the help. Wasnt there a alot easier way with the "run ai script / run ai scrip at a location"? I made a map back in time with this option but i dont remember which script i had choosen. But it worked perfectly
To keep a lurker (or other unit) burrowed?
Then pls dig out your old map and tell us the news. Not all effects of AIs are known. Maybe you found a very interesting one.

Only lurks stayed burrowed. I reinstalled the windows many times since then =(



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