Burrowed Units
Jan 24 2010, 10:11 pm
By: o_o (TheGatePro) ~_~  

Jan 24 2010, 10:11 pm o_o (TheGatePro) ~_~ Post #1



Ok, I've seen missions with 20 by 12 rooms where there were burrowed units by the exits and the enter areas. I don't understand how these things work, can someone please explain.

EDIT: Sorry, I was trying to say that I wanted to understand how to move from room to room, and I didn't get why they used burrowed units, and what the purpose of it was.

Post has been edited 1 time(s), last time on Jan 24 2010, 10:38 pm by the gatepro.



None.

Jan 24 2010, 10:13 pm stickynote Post #2



What exactly do you not know how to do?



None.

Jan 24 2010, 10:30 pm CecilSunkure Post #3



Are you asking how they allow you to move from room to room?

Well there are multiple ways to do this with burrowed units. Basically, the burrowed units act as somewhere to center locations onto. When a player runs over a certain amount (assuming you have a location constantly centering on the player) you can detect when they are near a room's exit by the types of units that are under the player and near the exits. From here, you can center another larger location onto the burrowed units at the player's location, and this larger one should be large enough to cover the burrowed units in the next room. You can use this to then center a location onto the units in the next room, and move the player there. When doing this, you'll need to be giving the burrowed units to different players, so that you can make sure that your locations center on the units you need them to.



None.

Jan 24 2010, 10:45 pm o_o (TheGatePro) ~_~ Post #4



Quote from CecilSunkure
Are you asking how they allow you to move from room to room?

Well there are multiple ways to do this with burrowed units. Basically, the burrowed units act as somewhere to center locations onto. When a player runs over a certain amount (assuming you have a location constantly centering on the player) you can detect when they are near a room's exit by the types of units that are under the player and near the exits. From here, you can center another larger location onto the burrowed units at the player's location, and this larger one should be large enough to cover the burrowed units in the next room. You can use this to then center a location onto the units in the next room, and move the player there. When doing this, you'll need to be giving the burrowed units to different players, so that you can make sure that your locations center on the units you need them to.

Can you make a trigger because I don't really understand what you just said.



None.

Jan 24 2010, 11:52 pm Lanthanide Post #5



Cecil's explanation seems to be written from a perspective of re-using locations as much as possible.

If you don't care about re-using locations, a simple explanation as follows:

Many terrain areas are placed on the map. Each area contains a burrowed zergling owned by P8 at 'entrance' to the area, burrowed drone for P8 at 'exit' from that same area. Each area contains a location that encompases the whole area, called "area <number>".

Cond: Always (this trigger occurs at the start of the game, and is not preserved)
Action: Set deaths for "area #" to 1 for P1

Cond: Always
Action: Center location "player" on P1 men at anywhere. "player" is a smallish location, probably 32x32 in size.
Preserve trigger

Cond: P8 brings 1 drone to location "player"
P1 deaths for "area #" is exactly 1
Action: Set deaths for "area #" to 2 for P1
Center location "player" on zerg zergling at "area 2"
Move men for P1 at "area 1" to "player"

Repeat the above triggers for all of your areas and increment the values as appropriate. So when a player gets to the drone at the exit to an area, they will be moved to the entrance of the next area. This simple design doesn't allow for a player to backtrack between rooms - if you added a trigger to detect when the player stepped on a zergling in area 2 and sent it back to area 1, then as soon as you spawned at the entrance point in area 2 (on top of the zergling), you would be sent back to room 1. There are ways to get around this with a little thought and consideration to how the trigger conditions work.



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