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.

  • View media
  • View media
  • View media
RSS feed Report content Roach Burrow Movement
Post comment Comments
Raygoza Online
Raygoza

This is great

Reply Good karma Bad karma+3 votes
TheBestTester
TheBestTester

awesome!

Reply Good karma Bad karma+2 votes
KYSXD
KYSXD

Brilliant!!

Reply Good karma Bad karma+2 votes
Kurohige
Kurohige

Finalmente lo lograste, felicitaciones Ravenwolf.

Reply Good karma Bad karma+2 votes
Sahasrahla
Sahasrahla

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?

Reply Good karma Bad karma+3 votes
RavenWolf Author
RavenWolf

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.

Reply Good karma+3 votes
Sahasrahla
Sahasrahla

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!

Reply Good karma Bad karma+1 vote
Kurohige
Kurohige

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.

Reply Good karma Bad karma+1 vote
Templarfreak
Templarfreak

******* awesome.

Reply Good karma Bad karma+3 votes
JimRaynor187
JimRaynor187

Roachs move too fast, when burrow it should be slower

Reply Good karma Bad karma+2 votes
Somebody_Someone
Somebody_Someone

Roach Approach

Reply Good karma Bad karma+2 votes
RaptorStrain
RaptorStrain

Amazing

Reply Good karma Bad karma+1 vote
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Details
Date
Duration
Size
800×600
Filename
BurrowMovement.divx
Options
URL
Embed
Share
Feed
RSS feed