Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Burrowed Location
Burrowed Location
Feb 29 2008, 7:12 pm
By: ZzEzZ  

Feb 29 2008, 7:12 pm ZzEzZ Post #1



Is there a way to detect when a unit is burrowed?

Like for instance, I have a lurker with a location "X" centered on it. When the lurker burrows, I want it to be removed then a turret built in its place. Simple simple, just... i can't figure out a way for the turret to spawn after the lurker burrows instead of right when the lurker spawns.

(lol i tried making the location "low ground" only, just 2 c if itd work... 'twas a no go)



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Feb 29 2008, 8:09 pm y10k Post #2



Create 1v1 pixel location(x) and preplace a P9 dark templar.
Triggers are preserved and for force1. It only worx if you have 1 lurker.

always
move location 'x' on lurker for currentplayer (cp)
move 1 dt from anywhere to 'x' for P9

P9 brings at least 1 dt to 'x'
move dt to hiddenlocation (y) from anywhere
remove lurker for cp
create 1 turret for cp at 'x'

always
move all dt to 'y'

Note : low ground is level1 terrain like dirt, snow, water, space, grass, raised jungle, sunken pit etc..
medium ground is high dirt, temple, compound, outpost, structure.
high ground is: high temple, high compound, high outpost, high structure.
Air is same for air units.



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Feb 29 2008, 8:09 pm Impeached Post #3



http://www.maplantis.org/index.php?wiki=77



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Feb 29 2008, 10:45 pm Falkoner Post #4



There have been about 3 burrow detection topics in the past couple of weeks, at least take the time to go back a page or two before posting next time.



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Mar 1 2008, 6:04 am ZzEzZ Post #5



u mean like this 1 falkoner? http://www.staredit.net/topic/1548/
take the time 2 read the problem b4 crying next time -.-' thats the newest topic i found (without actually reading every topic 1 by 1) that had anything 2 do with burrowing... and that was about 6 pages back... So i appologize for wanting to create my own topic to ask for help in the help section concerning something that i needed help on -.-'

ooo ic ic : ) so thats how you detect a burrow, nice... thx ^^



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Mar 1 2008, 6:50 am Impeached Post #6



Yeah Falk, Maplantis has been having all the burrowing topics, now it's SEN's turn.



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Mar 1 2008, 2:54 pm Falkoner Post #7



Oh, sorry about that, I switch between both sites, so it seems like I've answered this question 4 times this week..



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Mar 1 2008, 9:28 pm ZzEzZ Post #8



: ) its k

okok... this is my LAST question (4 now lol)...

is it just me or can doodads not be created/moved during a game?

-I've tried just creating the turret at the location... it didn't spawn (i thought it was spawning before but turns out i wasnt paying close enough attention to what actually happend.... nothing)
-I've tried having the turret pre-placed on the map (P9) then moving it to location 'X' then giving it to the current player... it didnt move

am i just doodadidly challenged or can this not be done?



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Mar 1 2008, 9:31 pm who Post #9



you can't move/create doodads with triggers.
turrets are not doodads, and they can't be created in-game. If you preplace turrets, it would crash SC.



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Mar 1 2008, 9:31 pm Falkoner Post #10



You can only create units for players 1-8, preplacing the turrets for the player will not crash SC...



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Mar 1 2008, 9:35 pm who Post #11



oh, well I was too lazy to test. -.-
you wouldn't be able to move a turret (not with triggers), would you?



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Mar 1 2008, 9:41 pm Falkoner Post #12



Yes you would... What gave you the idea you couldn't?



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Mar 1 2008, 9:51 pm who Post #13



for some reason I thought the goliath's AI commands were different in units.dat, but I checked and it's only the upper commands that have (Subunit) in parentheses, while the right-click-action is still normal movement. Man I'm stupid.



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Mar 1 2008, 10:37 pm ZzEzZ Post #14



weird then... because i tried just creating the turret for (current player) and the turret never spawned, but i know my trigger, uhm, 'triggered' because it displayed the text that i wanted it to say when the turret was 'created'

and then, as for the moving one, it was the same thing but they didnt move... heres what i had in the 2 separate scenarios:

---Note: I have the burrow detection trigger active while the following triggers are trying to activate---
* Create turret at X*
Trigger
Players

  • All Players
  • Conditions

  • Player 10 brings at least 1 DT to X
  • Actions

  • Move one DT for Player 10 at Anywhere to KMHU
  • Remove one Lurker for current player
  • Crate 1 Turret at X for Current Player
  • Display text: Blah
  • Preserve trig

  • --------------------------------------------------------------------------------------------------------
    *Move turret to X*
    Trigger
    Players

  • All Players
  • Conditions

  • Player 10 brings at least 1 DT to X
  • Actions

  • Move one DT for Player 10 at Anywhere to KMHU
  • Remove one Lurker for current player
  • Move 1 Turret for Player 9 at KMHU to X
  • Give all Turret owned by Player 9 at X to Current Player
  • Display text: Blah
  • Preserve trig

  • >.<

    Post has been edited 12 time(s), last time on Mar 1 2008, 11:05 pm by ZzEzZ.



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    Mar 1 2008, 11:10 pm who Post #15



    you can't create units for P10. even though the conditions were met, the unit wasn't created



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    Mar 1 2008, 11:16 pm NudeRaider Post #16

    We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

    There are some units that cant be created (e.g. aldaris (templar hero) or zerg eggs) obviously turrets are belonging to that group.

    Preplace them at some remote location and move them to their destination when needed.




    Mar 1 2008, 11:52 pm y10k Post #17



    I had already written how to create a turret when you burrow a lurker T_T



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    Mar 2 2008, 1:33 am Falkoner Post #18



    NUDE! What the heck you are talking about!? Only units/players that cannot be placed in the normal editor(except Start Locations) cannot be created via triggers!

    If the current player is All Players, you might get some glitched attempting to create it, you are trying to create a bunker for each of the 8 players.. Try making a separate trigger for each player.



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    Mar 2 2008, 1:37 am NudeRaider Post #19

    We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

    Wait, what are we talking about?
    Missile Turrets or Goli/Tank Turrets?
    My reply referred to the latter.




    Mar 2 2008, 1:43 am Vi3t-X Post #20



    lawlz, placing gol/tank turrets crash the game. You crazy boi!

    You can only preplace for units 1-8, however, you could always just GIVE the building to p9-12 (13-255 are screwy and need additional testing - moreso)



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    [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
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