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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[05:21 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider yeh thts straight up cheating
the mutas yes, the wraiths probably not. Have you even watched the video? ;)
[12:56 pm]
Oh_Man -- NudeRaider
NudeRaider shouted: Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
yeh thts straight up cheating
[12:24 pm]
Oh_Man -- arty's done another vid. he's also announced he's going to organise showmatches with pro, with NO maphacks, so we can see its actual capabilities
[10:09 am]
NimoStar -- It can by playing the same map thousands of times. It is similar to AI speedrunning games
[2026-9-23. : 2:30 am]
Symmetry -- I dreamed about that as a kid. The idea of a computer capable of analyzing a starcraft map and calculating the fastest possible way to hit the victory condition
[2026-9-23. : 2:29 am]
Symmetry -- But can AI beat my custom maps?
[2026-9-22. : 12:32 pm]
Oh_Man -- yea APM vs eAPM
[2026-9-22. : 8:48 am]
NimoStar -- plus most of the human APM is just spam clicking APM inflation
[2026-9-22. : 8:47 am]
NimoStar -- the thing with the "*12" thing is completely misleading. The AI isn't using two control groups, it can use each of those actions to command a single unit individually and issue different commands to each single unit.
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