Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: How do i stop lurkers from burrowing
How do i stop lurkers from burrowing
Aug 4 2009, 9:54 pm
By: Trevo4311  

Aug 4 2009, 9:54 pm Trevo4311 Post #1



i'm working on a defense and one of the levels I have lurkers come out and the lurkers always try and burrow themselves... anyway can i stop this from happening?

Also how do i make it so that way people can't wall? Because i have it set up so they can and i want to change it but everytime i do the units always attack even if not walling. Usually its the lurkers tho since they burrow.

Post has been edited 1 time(s), last time on Aug 4 2009, 10:06 pm by Trevo4311.



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Aug 4 2009, 10:53 pm UnholyUrine Post #2



One way of doing this is to make burrow unavailable for the player (probably a comp for your map) with the lurkers....

Another way is to keep telling it to move...

What usually happens is that if you create the lurkers and tell it to move once, they might still burrow.. but if you constantly tell it move (with or w/o hypers).. it shouldn't burrow at least until it has left the location in which you're ordering the units to move....
In that case.. you can just make a location that covers the entire area where the lurkers should move....

...
To stop walling...there're several ways..
1. Make one strip of land on the side that you can't move units to and cannot build buildings on....
2. Like in Line Tower D, create an invincible Ultralisk and order it Once to move across the players' defenses... If after a certain amount of time the Ultralisk still has not arrived to the finish, then you can assume that the player has walled, and you can Order the Ultralisk to attack his defenses :D..
This'd require some testing... because people may put up VERY convoluted defenses that may confuse the ultra... so you'll need to set it so that the Ultra has to not arrive to the finish for a LONG LOng time...
3. Simply order units to move once.. if the players walled, some units will stop and start attacking (as long as the alliance is right).. this is seen in old school sunken defense...
It isn't as foolproof as 2)... cause some units can just be dumb and think they're walled.. but aren't...



None.

Aug 4 2009, 11:27 pm XGenesis Post #3



Quote from UnholyUrine
2. Like in Line Tower D, create an invincible Ultralisk and order it Once to move across the players' defenses... If after a certain amount of time the Ultralisk still has not arrived to the finish, then you can assume that the player has walled, and you can Order the Ultralisk to attack his defenses :D..

I like this method and I think it works the best :P. But you need to test the maximum time it takes for the ultra to get to the finish. Make sure you test the time with the longest maze possible, then use that time, in case a player decides to use that maze.



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Aug 5 2009, 12:22 am Biophysicist Post #4



I'm pretty sure that just Ordering a unit to Attack will create an anti-wall effect, because of a peculiarity in the Attack Order when it's issued via trigger.



None.

Aug 5 2009, 1:29 am Craftstar2 Post #5



Or you could do something like path D and have the player make the defense in the beginning from blowing up add ons.



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