This mod will add new units, upgrades, abilities and bring some changes to existing ones to improve the gameplay and bring more strategy to the game.

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Raygoza May 7 2013 says:

This is great

+3 votes     reply to comment
TheBestTester May 7 2013 says:


+2 votes     reply to comment
KYSXD May 7 2013 says:


+2 votes     reply to comment
Kurohige May 7 2013 says:

Finalmente lo lograste, felicitaciones Ravenwolf.

+2 votes     reply to comment
Sahasrahla May 8 2013 says:

This is quite an amazing piece of work. Congratulations RavenWolf!

Damn! I was actually thinking about how to make the SC SUM Eradicator burrow-moveable. You steal the show. :-)
All the more: Great work you´ve done here!

I have a ton of questions:
- This is actually a unit morph masked as burrow, am I correct?

If this is a unit morph:
- How did you manage to skip the cocoon animation? (A minimum morphing time still leaves one frame of the morphing animation. I´ve tried that myself.)
- Are overlays like plague, eradiate, etc, displayed on the "burrowed" unit?
- The unit does not show the cloak effect although I assume it is not vissible to other players. How did you achieve this? Is setting unit status RequiresDetection(0x00000100) sufficient, or is there more magic behind it?

+3 votes     reply to comment
RavenWolf Author
RavenWolf May 8 2013 replied:

Thanks Sahasrahla.
I didnt use morph, just normal burrow. When the roach is burrowed i swap the unit id with the new stats (sight, no weapon and carry space) and reset the burrowed and cannot receive orders flags. With that status the unit its able to move and requires detection.

Spells like maelstrom, plague and snare affect the unit as isnt burrowed, but in my case i made roachs immune to those spells, and some special restrictions to irradiate, and defensive matrix.

+2 votes   reply to comment
Sahasrahla May 9 2013 replied:

Hi RavenWolf.
Thanks a lot for this reply.

Aah, ok! I got it. That's a very interesting approach. It explains why you did not ran into any animation issues.
Again: great work!

+1 vote     reply to comment
Kurohige Jun 16 2014 replied:

Hola RavenWolf, no entiendo cuando dices que que cambias la id de la unidad cuando está enterrada, acaso se trata de introducir una linea imgul en el script y poner el grp de un roach enterrado. Te mandé un MP, podrías explicarme por MP, gracias.

+1 vote     reply to comment
Templarfreak May 8 2013 says:

******* awesome.

+3 votes     reply to comment
JimRaynor187 May 9 2013 says:

Roachs move too fast, when burrow it should be slower

+2 votes     reply to comment
Somebody_Someone May 19 2013 says:

Roach Approach

+2 votes     reply to comment
RaptorStrain May 30 2013 says:


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May 7th, 2013
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