I have some Zerglings and whatnot that I have burrowed at the start of the map, but once they attack and you run away, they return to their spot and just stand there, not burrowing.
I made a trigger that made them turn on Auto-cast for burrow after using unburrow, but no dice.
I also copied the auto-cast requirements from unburrow to burrow as it said in another thread, but that didn't work either.
Well, I don't want them to reburrow right away, and I don't want to add hundreds of regions and conditions to check if any enemies are still nearby. However... I just got an idea while typing this. I'm going to try Unit Becomes Idle as event for burrowing trigger.
Zergling Burrows
Events
Unit - Any Unit Becomes idle
Local Variables
Conditions
(Owner of (Triggering unit)) == 10
(Unit type of (Triggering unit)) == Zergling
Actions
Unit - Order (Triggering unit) to (Zergling - Burrow) (Replace Existing Orders)
im not sure the next one work but it should be doable if you change it a little
Player Enter Enemy Unit
Events
Unit - Any Unit Enters a distance of 1.0 from (Unit 1 from Zergling)
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
Actions
Unit - Order (Unit 1 from zergling) to (Zergling - Unburrow) (Replace Existing Orders)
Unit - Order (Unit 1 from zergling) to ( Attack targeting (Triggering unit)) (After Existing Orders)
Well, it's working. Need to set Auto-Cast for Unburrow on and order them to Burrow when idle, and you have Starcraft style burrowed units. More control over details = more complexity.
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I have some Zerglings and whatnot that I have burrowed at the start of the map, but once they attack and you run away, they return to their spot and just stand there, not burrowing.
I made a trigger that made them turn on Auto-cast for burrow after using unburrow, but no dice. I also copied the auto-cast requirements from unburrow to burrow as it said in another thread, but that didn't work either.
Some things were so much simpler in Starcraft...
@Nashadun: Go
Why don't you just make a trigger that orders them to reburrow?
Well, I don't want them to reburrow right away, and I don't want to add hundreds of regions and conditions to check if any enemies are still nearby. However... I just got an idea while typing this. I'm going to try Unit Becomes Idle as event for burrowing trigger.
try this
Zergling Burrows
Events
Unit - Any Unit Becomes idle
Local Variables
Conditions
(Owner of (Triggering unit)) == 10
(Unit type of (Triggering unit)) == Zergling
Actions
Unit - Order (Triggering unit) to (Zergling - Burrow) (Replace Existing Orders)
im not sure the next one work but it should be doable if you change it a little
Player Enter Enemy Unit
Events
Unit - Any Unit Enters a distance of 1.0 from (Unit 1 from Zergling)
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
Actions
Unit - Order (Unit 1 from zergling) to (Zergling - Unburrow) (Replace Existing Orders)
Unit - Order (Unit 1 from zergling) to ( Attack targeting (Triggering unit)) (After Existing Orders)
@JacobNielsen: Go
Yea thats pretty much what I meant.
Sorry I should have elaborated further. :D
Well, it's working. Need to set Auto-Cast for Unburrow on and order them to Burrow when idle, and you have Starcraft style burrowed units. More control over details = more complexity.