Staredit Network > Forums > Modding Assistance > Topic: Problem with Lurker (Solved!)
Problem with Lurker (Solved!)
Feb 17 2009, 6:16 pm
By: Yawgmoth  

Feb 17 2009, 6:16 pm Yawgmoth Post #1



I was trying to make another zerg Lurker, because there is not a "Lurker Hero", so I wanted to have that unit.

I've copied exactly the entries for the units, flingy, sprites and images.dat with DatEdit into the Ragnasaur entry unit to have the second Lurker. The Flingy, sprites and images.dat i replaced was the "Independent Starport" entry, to make different scripts for the hero (an omnidirectional attack when burrowed).
Then, in Firegraft, I modified the unit entries, changed the Button set for the Ragnasaur to the Lurker, and added the Dat Requirements to make the new lurker burrow.

Once finished the modifications in the Iscript (I've used one of the "Unknown" IscriptIDs, the #1), compiled and added the archives to my mpq, the lurker worked with some errors:

- It walked slower than the original lurker (even I copied the lurker's script and added the required lines to make the hero lurker attack in all directions).

- The weapon attacks only unburrowed.... I don't know why!!

- When burrowed, it does nothing, and the selection circle becomes really small....

The button set is correct, when not burrowed it can't attack (only does it when the enemy approaches...), and when burrowed it has the attack button (and appears white as it were attacking....), but it doesn't attack.

Where is the problem? does the lurker have a special script? I've copied everything, but maybe i've forgotten something....

thanks for reading.

Post has been edited 1 time(s), last time on Feb 19 2009, 8:14 pm by Yawgmoth.



None.

Feb 17 2009, 6:29 pm Symmetry Post #2

Dungeon Master

Sounds to me like some of the lurkers properties (specifically its burrow size and its attacking only when burrowed) are hardcoded. You'll find that a lot of the stuff that was added in Brood War is like this because the devs were lazy >>



:voy: :jaff: :voy: :jaff:

Feb 17 2009, 6:57 pm Yawgmoth Post #3



Nonsense.....but probable.....i'll keep trying for now....



None.

Feb 17 2009, 7:12 pm Biophysicist Post #4



Do you need the Duke Tank? If not, you could use Duke for the hero Lurker: Tank mode = unburrowed, Siege mode = burrowed. Or you could create your own siege mode-esque button using ASM and do the same: Use different units for "Unburrowed" and "Burrowed" states, then create a button that switches which unit it is.

@KK:
Quote
Sounds to me like some of the lurkers properties (specifically its burrow size and its attacking only when burrowed) are hardcoded. You'll find that a lot of the stuff that was added in Brood War is like this because the devs were lazy >>
Like what? And stupid devs. :flamer:



None.

Feb 17 2009, 7:26 pm Yawgmoth Post #5



An idea had taken place on my brain... thanks, TassadarZeratul...

I'm going to make the following: Instead of the burrowing, i'll modificate the new lurker's script to make an GndAttkInit with the same frame sequence as Burrow, then change the GndAttkToIdle and copy the frame sequence of the UnBurrow animation. Yes, it is gonna be visible when pseudoburrowed, of course, but the attack is omnidirectional and splash, so that balances that overpowered attack, I guess. Will it work, or not?

I cannot spend more unit spaces for now, but your idea is better than mine in all ways. I'm gonna try that with another unit i'm planning.



None.

Feb 17 2009, 7:28 pm Symmetry Post #6

Dungeon Master

Quote from name:TassadarZeratul
@KK:
Quote
Sounds to me like some of the lurkers properties (specifically its burrow size and its attacking only when burrowed) are hardcoded. You'll find that a lot of the stuff that was added in Brood War is like this because the devs were lazy >>
Like what? And stupid devs. :flamer:

Spells, like Mind Control. Stuff like that.



:voy: :jaff: :voy: :jaff:

Feb 17 2009, 8:59 pm Syphon Post #7



Quote from Yawgmoth
An idea had taken place on my brain... thanks, TassadarZeratul...

I'm going to make the following: Instead of the burrowing, i'll modificate the new lurker's script to make an GndAttkInit with the same frame sequence as Burrow, then change the GndAttkToIdle and copy the frame sequence of the UnBurrow animation. Yes, it is gonna be visible when pseudoburrowed, of course, but the attack is omnidirectional and splash, so that balances that overpowered attack, I guess. Will it work, or not?

I cannot spend more unit spaces for now, but your idea is better than mine in all ways. I'm gonna try that with another unit i'm planning.

It'll still be visible.

Do what was said above, mod a hero seige tank.



None.

Feb 17 2009, 10:34 pm Sand Wraith Post #8

she/her

Or, just to make the Hero Lurker cooler, don't actually make him burrow. Make his repeat attack animation become just the slashing thing he does when he's trying to burrow, and while he's doing his burrowing animation, make him shoot omnidirectionally.

Basically, to attack, the Hero Lurker will look as if he's clawing the ground but his spines shoot out while he's digging. Or you can make the Lurker Hero a melee unit. That's something I haven't seen...




Feb 17 2009, 10:54 pm ShadowFlare Post #9



Is it anything to do with some requirements setting in FireGraft?



None.

Feb 18 2009, 1:19 am A_of-s_t Post #10

aka idmontie

There should be a special attack setting attributed to the Lurker in Firegraft.



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Feb 18 2009, 12:29 pm Vi3t-X Post #11



This lurker MOVES while burrowed. :bleh:



None.

Feb 19 2009, 8:14 pm Yawgmoth Post #12



Quote from name:New-.Hydrolisk
Or, just to make the Hero Lurker cooler, don't actually make him burrow. Make his repeat attack animation become just the slashing thing he does when he's trying to burrow, and while he's doing his burrowing animation, make him shoot omnidirectionally.

Basically, to attack, the Hero Lurker will look as if he's clawing the ground but his spines shoot out while he's digging. Or you can make the Lurker Hero a melee unit. That's something I haven't seen...

DONE!

That was basically was I said I was going to do (the first...)....

Lurker melee?? Mmm... I think it's interesting too but i'd prefer a ravaging attack....

Well, thanks to those who answered this, my idea is ready. The lurker doesn't go invisible (as i said in the Post #5), the animation works fine, it attacks in all the 32 directions, sounds like burrowing when attacking and does splash damage. The cooldown is given by the script the animation is long so it is ok. It takes 15 ticks to repeat attack, so i guess it is fair.

I didn't use the Duke tank because I turn it into a very strong antiair hero unit. (I've planned to make a hero Valkirie but, it makes no sense to me the lack of an antiair tank).

The attack looks good. Also, I've improved the lurker hero's speed due to that curious problem with the speed I've mentioned in the first post.



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