Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Detecting When Unit Unburrows
Detecting When Unit Unburrows
Dec 10 2008, 5:58 am
By: SiN  

Dec 10 2008, 5:58 am SiN Post #1



I'm trying to find a quick system to detect when a zergling unburrows.

My previous test involved using a dropship. Whenever the dropship unloaded a marine the marine was reloaded and a burrowed zergling was created underneath. I then created a cloaked wraith over the zergling that could kill it in one shot after it saw it. However, it took at least half of a second for the wraith to take a shot after the zergling unburrowed, which is too slow. And i do not like the look of the zergling's death.

I know that i could fine tune this system more but i would like a more accurate way to detect when a zergling unburrows.



None.

Dec 10 2008, 6:10 am DrunkenNoodle Post #2



One method I can currently think of is having a DT or another unit be constantly moved to a 1x1 location following the ling. If the DT is in the 1x1 location, the zergling would be burrowed. If the DT is not in the location, then the zergling is unburrowed.



None.

Dec 10 2008, 6:27 am SiN Post #3



That's a good idea.
But I'm worried how long it would take for the dt to move.
And preferabely, I wouldn't want the dt to obstruct ground units.
I will try it though



None.

Dec 10 2008, 6:30 am DrunkenNoodle Post #4



You can use triggers to move the DT.



None.

Dec 10 2008, 8:28 am rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/wiki/Burrow_Detection



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

Dec 10 2008, 2:54 pm Ahli Post #6

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

You need to make sure that you don't use a 1x1 tile location. You need a location that is smaller than the unit which you want to detect when it's burrowed.




Dec 12 2008, 3:41 am SiN Post #7



Oh i see how this works now.
Thank you very much rockz



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[07:20 am]
RIVE -- #MBWMGA
[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[2026-7-12. : 4:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
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