Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Lurkers unburrow when ordered
Lurkers unburrow when ordered
Oct 14 2019, 8:18 am
By: GGmano  

Oct 14 2019, 8:18 am GGmano Post #1



Hi im working on triggers for desert strike. I need lurkers to attack to a location than when building or enemy near they will burrow and use attack but if an order trigger tells em to attack the location they unburrow whilst they should stay burrowed attacking enemy cause they near. Ive been testing layers of locations to detect only burrowed units, but that dosent seem to work (low ground, medium ground, high ground). So now im working with trigger giving lurker to other player when enemys near. And give em back to the first player when enemys not near, and only use order trigger on the first player.

Any one got ideas or knowledge of an workaround without euds



Trust is everything

Oct 14 2019, 1:04 pm Dem0n Post #2

ᕕ( ᐛ )ᕗ

Ordering a unit to attack to a location means they will walk to that location regardless of what enemies they pass and only start attacking once they reach that location. That sounds like it might be your problem. Typically this is solved by using patrol instead, which allows units to attack all enemies they pass on the way to that location, but I actually don't know if it will work the same for lurkers. You can try it out and see if it works.




Oct 14 2019, 3:18 pm GGmano Post #3



Im using patrole with all units except lurkers cause patrole with those work different. My problems is not that they wont burrow and attack as they should they do that ok, but all units is ordered to patrole (attack for lurkers) each 5 seconds so if the lurker reach enemy and burrow and attack the lurker will unburrow cause its ordered to(its when the lurker is burrow i dont want the order trigger to affect the lurker) when lurker is not burrow the order trigger shall tell em to patrole or attack to destination. Thats why i tried with location layers but dosent differenciate between burrowed layer and unburrowed layer.



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Oct 14 2019, 8:32 pm Ultraviolet Post #4



Rather than trying to detect which lurkers are burrowed, which I can't imagine a way to do elegantly, what if you reduce the frequency of your unit orders so that this problem comes up less often? Like if you only ordered all units every time units spawned? Not sure how frequently that is, but it might minimize the issue.




Oct 15 2019, 6:05 am GGmano Post #5



Ultraviolet yea would b best if i could do that but units do get out of order. So if i only did order them 1 time when spawned they would after an attack stall and dosent move to destination. So only order one time is not an option for me, thx for input tho i think ive found a way by giving lurkers back and forward to second player it wont nessecary be elegant and there would be a max on lurkers of 2 (i dont like such max on a unit) but if theres no other way that must b it



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Oct 15 2019, 7:06 am DarkenedFantasies Post #6

Roy's Secret Service

I've come up with a method for that purpose in a map I made a while back. Give lurkers to a different player (like player 12 or whatever is convenient to you) just before you would order the other units to attack. Make a location that's roughly the same size as the lurker attack range.

- First trigger checks if 'player 12' commands 'at least 1 lurker', then center the location on a lurker owned by 'player 12' and give 'all' lurkers in that location back to the original owner.

- Second trigger checks if 'original owner' brings 'at least 1 lurker' to the location and 'foes' bring 'at least 1 men' to the location, then move 'all' lurkers owned by 'original owner' (NOT move order) to a location that's over unpathable terrain. (Basically makes the lurker stop if it's on the move, and does nothing if it's burrowed).

- Third trigger checks if 'original owner' brings 'at least 1 lurker' to the location and 'foes' bring 'exactly 0 men' to the location, then order the lurkers owned by 'original owner' to patrol to their intended destination.

Preserve all triggers. That's the gist of it; you may have to add more conditions to fit your map better if needed. You could also make multiple copies of those triggers in a row so that more lurkers would get cycled in a single game frame, reducing their time spent as neutrals.
As a heads-up, I vaguely remember that giving lurkers back and forth would screw up the unit's AI after a while, but not sure if it was only caused by giving them to players 9-11 rather than players 1-8 and 12. So be on the lookout for that.




Oct 15 2019, 7:35 am GGmano Post #7



Yes ill try that. Just need make sure i get it right unpathable terrain is rocks where you cant build? Do you still have the map so i could see em triggers and the terrain youre using? Would be cool. Im using p4 with p9 and p8 with p10 in a little different way but also with range location of the lurker to detect if enemy near or not and only order them if enemy not near havent finished the triggers yet thx for heads up with p9 to p11 srew up unit ai. Ill try what youre saying could be cool if i could see how yours working



Trust is everything

Oct 15 2019, 8:43 am DarkenedFantasies Post #8

Roy's Secret Service

By unpathable I meant where units can't walk, like water or cliffs.




Oct 15 2019, 10:33 am GGmano Post #9



Ok thanks ill try it



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[2020-3-31. : 4:56 pm]
RdeRenato -- If someone can help me, it will make me very happy xd
[2020-3-31. : 4:55 pm]
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[2020-3-31. : 11:01 am]
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[2020-3-31. : 5:14 am]
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[2020-3-31. : 5:10 am]
jjf28 -- I'd say best way to increase difficulty is to make the enemy units behave smarter, followed by forcing humans to move quicker (timers, or some mechanism forcing them forward), followed by beefing numbers/stats
[2020-3-31. : 3:39 am]
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[2020-3-30. : 11:07 pm]
lil-Inferno -- RdeRenato
RdeRenato shouted: people, how do you do to verify a super difficult level if you play bad? :(
get someone better than you to play it
[2020-3-30. : 10:16 pm]
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