INVISIBLE BUNKERS: ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ ◦ Have you seen custom maps on battle.net that had buildings other than Terran Bunkers firing as though they were loaded with Firebats, Ghosts, and Marines? Ever wondered how the heck they did it? Wonder no more for we will now have a tutorial on how to do this neat little trick! REQUIREMENTS: - 2 Locations (The first centers on Terran Bunker and the other is a temporary safe haven for the SCV) - 1 Terran SCV - 1 Terran Building (EX: Supply Depot) Here are a few maps that use this trigger or variations of it: Path Defense Random Beacon Defense NOTE: You may or may not have to play around with the wait action if you are using Hyper Triggers in your custom map. Sample map available below:
Another map that makes use of this is Random Bunker Defense. Some effects of this trigger: What this trigger does: When a Supply Depot is built by an SCV, the SCV is transported to safety, three units are spawned AROUND the Supply Depot so that they don't get in the way of the Bunker, the bunker is spawned, the units enter the bunker, once the units have all entered, the Bunker is turned invisible, then the SCV is transported back to where it is. A) The bunker is not selectable. B) The bunker may be walked over. C) The firing overlay can still be seen. D) The bunker is now basically invincible, since nothing can attack it. I have never seen proof of this, but splash-damage weapons I DO NOT THINK deal damage, either. E) More buildings may be built over the bunker. Some customizations that can be made to this trigger: Supply Depot may be replaced with any Terran building of your choice. Supply Depot is just an example. If you do not wish to use a Terran building, replace SCV with Probe or Drone, depending on what building you want to use. To add a cool effect, create a lurker right before you create the bunker, then order the lurker to be burrowed with AI scripts. *NOTE*: I have not tested this. The reason why you have to play around with the wait is because you CANNOT disable the Bunker before all of the units enter it. You may also spawn SCVs and/or Medics to place in the Bunker. Hyper Trigger Compatibility: Average-Good
Tester notes: 1) " i " cant build anything over it nor is it walkable 2) splash damage from siege tanks CAN damage it 3) re-enabling the dooadad will cause sc to crash 4) if the "invisible bunker" is in the enemies side, you can still see it 5) its still selectable, it has a neat sound when you select it, like a ray gun charging 6) seriously, its a dooadad? 7) tested on sc 1.15; created using SCXE 2.5 8) i cant see any AI scripts of "burrow here" for the lurker thing to be possible
OK well then all of the ways I have seen it done must be different... have you seen any enemies walk over it? Because it might be giving the bunker to a different player in those triggers, but I'm not sure. Also, I'm fairly certain there is a burrow script... you just might not be looking at both of the script actions.
http://www.staredit.net/?p=tutorials&tut=79 For tutorial on invisible + removed (but shooting) bunker.
I have included a sample map available for download that uses the exact same trigger conditions and actions listed above. Have a look and enjoy the goodness of a number of cloaked bunkers!