Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Burrow Detection
Burrow Detection
May 13 2009, 6:01 am
By: Jello-Jigglers  

May 13 2009, 6:01 am Jello-Jigglers Post #1



I'm designing a minigame for my map in production, and for this particular game, I need to be able to detect when a unit burrows, but it shouldn't count as a burrow when it gets picked up by a dropship(or overlord[hero] to be precise)...

Right now i have the standard burrow detection triggers in my map, but i'm thinking I need to add more conditions and a ground location to test if the zergling is still on/in the ground location???

I guess my questions are, when a zergling is in an overlord, can it be detected via "brings"?
and what location layer(low/med/high ground or low/med/high air) is a zergling on when he burrows and when he unburrows?



None.

May 13 2009, 6:46 am Jello-Jigglers Post #2



Actually I got it. I just made an air only location and only had the burrowed trigger fire if bring 0 zergling to air.



None.

May 13 2009, 8:31 am Wormer Post #3



Quote from Jello-Jigglers
Actually I got it. I just made an air only location and only had the burrowed trigger fire if bring 0 zergling to air.
Right, you solved it yourself :)
When unit is burrowed it is still on ground location, the elevation (low/mid/high) depends on the tile.



Some.

May 13 2009, 1:46 pm Jello-Jigglers Post #4



Quote from Wormer
Quote from Jello-Jigglers
Actually I got it. I just made an air only location and only had the burrowed trigger fire if bring 0 zergling to air.
Right, you solved it yourself :)
When unit is burrowed it is still on ground location, the elevation (low/mid/high) depends on the tile.
Thanks for the extra info :)



None.

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[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
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