Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Creating Burrowed Units
Creating Burrowed Units
Mar 10 2008, 10:50 pm
By: kvoepel3  

Mar 10 2008, 10:50 pm kvoepel3 Post #1



I am attempting to spawn a group of burrowed zerglings on my map. In the Create Unit with Properties dialog (SCMDraft 2.080), I check the box for "Burrowed", and they spawn standing up. I've checked out the list of AI scripts, and nothing appears to be too obvious as 'burrow here'. I looked about 7 pages back in this forum and found nothing. Is there any way to create a burrowed unit, force a unit to burrow, or maybe, make a unit move into an area, decide there is nothing else to do, and burrow out of boredom?



None.

Mar 10 2008, 10:53 pm y10k Post #2



Make sure the current player has the burrow ability researched.



None.

Mar 10 2008, 11:14 pm kvoepel3 Post #3



Wow, that is fantastic, it worked perfectly, but now I have a related problem, it won't place burrowed units on top of eachother, nor will it place burrowed units underneath standing units. The objective of this trigger is to cause something like a billion units to pop out of one square, so now I need a way to get them to do that.



None.

Mar 10 2008, 11:17 pm y10k Post #4



Create them somewhere else and move there.



None.

Mar 10 2008, 11:27 pm Falkoner Post #5



Burrowed units will not stack, even over normal units, when first created, they must be moved to stack.



None.

Mar 11 2008, 3:17 am Akar Post #6



Quote
Burrowed units will not stack, even over normal units, when first created, they must be moved to stack.
Or preplaced :P



None.

Mar 12 2008, 2:11 am Joshgt2 Post #7



Quote from Akar
Quote
Burrowed units will not stack, even over normal units, when first created, they must be moved to stack.
Or preplaced :P
Same thing as being created and moved... :bleh:



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
Please log in to shout.


Members Online: l)ark_ssj9kevin