Need help with:
Feb 7 2009, 10:08 am
By: youarenotworthy  

Feb 7 2009, 10:08 am youarenotworthy Post #1



I need a mobile location grid system for my map, but it isn't just any old grid system. (I don't think.)

Take a look at my map and please try to help me out if you're skilled with mobile location grid systems.

Look at the locations, that is what I'm thinking I'm going to need.

In the square of terrain, I need it to be so that the player centers their vision at location 1av, at the same time, I need this whole location rig to follow the unit to each square.

When the unit hits the RIGHT side of the square, in other words ENTERS the 'right' location, the grid, and the unit, must move to the square to the right, as is. Same goes with top going up, left going left, and down going down.

Keep in mind also that the 1av location must stay in that exact spot for the next square as well.

Additional locations may be added to make it work, or it can be changed around.

Please help me I am really stumped on how to do this, I have spent hours trying to rationalize how I might set it up, and whenever I almost come to a solution there's always one piece that won't fit.

I figure some of the good people of SEN can help me figure out a solution. I eagerly await feedback. ^^ Also, let me know if there is any information I left out.

Attachments:
(1)Ascension RPG.scm
Hits: 9 Size: 76.53kb



None.

Feb 7 2009, 2:08 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Uhm you haven't really described what your problem is. If you just want a 1x1 square grid, use alternating scourges and observers.

I assume 1av is the center of the grid, so do the following:
Unit enters RIGHT, create observer/scourge grid at RIGHT and distribute your locations. Then remove obs/scourges and recenter your unit on 1av.
If you have trouble finding out which location you have to center where keep in mind that sc creates units in a counterclockwise spiral around the center starting with down. Like this:
765
814
923

But removes them from left to right, while the with same x coordinate the unit with the highest UnitID (created last) is taken. Like this:
347
268
159

(this is in the wiki, but i thought I point it out, as it's counter intuitive)




Feb 7 2009, 2:23 pm Ahli Post #3

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

You can use 1 burrowed unit and place it where your vision location (1av) should be for each field. if you move around in a field you just need to cycle trough them.

Or you use a mobile grid.
To moving to the right needs 15 devour steps. 1 devour step moves your location 1.5 tiles.

How 2 do this:
EXAMPLE: moving the AV location to the right:

-center AREA on alan turret in AV
-create 1 dev for p7 in AREA
THE FOLLOWING 5 STEPS 15 times:
-create 2 dev for p7 in AREA
-create 1 dev for p8 in AREA
-center AREA on dev owned by p8 in AREA/anywhere
-remove all dev owned by p7 in anywhere
-give 1 dev owned by p8 in AREA/anywhere to p7
AND AFTER THAT:
-center AV on dev owned by P7 at AREA/anywhere
-remove all dev by p7 in anywhere

Now you just need a mobile grid that places the 4 side locations and the other directions.

You can alter this method by removing all devourers in the end and not during the moving actions. You may need to give them to other players.
The example system is meant to run in 1 trigger cycle.




Feb 7 2009, 10:13 pm youarenotworthy Post #4



Quote from NudeRaider
Uhm you haven't really described what your problem is. If you just want a 1x1 square grid, use alternating scourges and observers.

I assume 1av is the center of the grid, so do the following:
Unit enters RIGHT, create observer/scourge grid at RIGHT and distribute your locations. Then remove obs/scourges and recenter your unit on 1av.
If you have trouble finding out which location you have to center where keep in mind that sc creates units in a counterclockwise spiral around the center starting with down. Like this:
765
814
923

But removes them from left to right, while the with same x coordinate the unit with the highest UnitID (created last) is taken. Like this:
347
268
159

(this is in the wiki, but i thought I point it out, as it's counter intuitive)

With the way the locations are set up, the problem is not knowing how to distribute all of the locations together.

I could just not be very knowledgable about grids, but please look at the map and see if you can understand what my problem is.

Also, to Ahli, I really dont get what your post even is trying to get at.

I'm very new to grids, I understand how they work but I'm not sure how to implement these 6+ locations

Also, I don't see how I would create a grid for such a large amount of space. 20x10

Post has been edited 1 time(s), last time on Feb 7 2009, 10:33 pm by youarenotworthy.



None.

Feb 7 2009, 10:47 pm NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

...
I just told you all you need to know how to distribute the locations.
But I'll do an example:
Create grid at new position:
- Center 1av (3x3) on the unit
- Create 1 scourge at 1av
- Create 1 obs at 1av
- Create 1 scourge at 1av
... etc until you created 5 scourge and 4 obs. They get created like this:
SOS
OSO
SOS

- Remove All S
- Center LEFT on Obs at 1av
- Remove 1 O
- Center UP on Obs at 1av
- Remove 1 O
- Center DOWN on Obs at 1av
- Remove 1 O
- Center RIGHT on Obs at 1av
- Remove 1 O

Then the locations are distributed as follows:
_U_
L1R
_D_

When the player brings the unit to RIGHT (or any other direction), move the unit to RIGHT, then start all over.




Feb 7 2009, 11:43 pm youarenotworthy Post #6



Quote from NudeRaider
...
I just told you all you need to know how to distribute the locations.
But I'll do an example:
Create grid at new position:
- Center 1av (3x3) on the unit
- Create 1 scourge at 1av
- Create 1 obs at 1av
- Create 1 scourge at 1av
... etc until you created 5 scourge and 4 obs. They get created like this:
SOS
OSO
SOS

- Remove All S
- Center LEFT on Obs at 1av
- Remove 1 O
- Center UP on Obs at 1av
- Remove 1 O
- Center DOWN on Obs at 1av
- Remove 1 O
- Center RIGHT on Obs at 1av
- Remove 1 O

Then the locations are distributed as follows:
_U_
L1R
_D_

When the player brings the unit to RIGHT (or any other direction), move the unit to RIGHT, then start all over.

I don't just need the grid to move one spot, I need it to move 20 squares over each time, opposed to moving a little bit as the unit moves..

The grid is on a much larger scale than what you're describing.

I need the grid to move with the screens, not with the unit. The unit should only be triggering WHEN the grid is distributed to the next 'map'.
If you look at my map you'll get what I mean by that.

Post has been edited 2 time(s), last time on Feb 7 2009, 11:50 pm by youarenotworthy.



None.

Feb 7 2009, 11:53 pm Falkoner Post #7



To move it over large distances, you create grids off of other grids, so you do one 3x3 defiler grid, then you center it on, say, the left one, then you remove the first grid, create a second one in the new spot, and center it on the left of that one, until you get to where you need it.



None.

Feb 7 2009, 11:58 pm youarenotworthy Post #8



Quote from Falkoner
To move it over large distances, you create grids off of other grids, so you do one 3x3 defiler grid, then you center it on, say, the left one, then you remove the first grid, create a second one in the new spot, and center it on the left of that one, until you get to where you need it.

Ok, that makes sense. It sounds like it's way out of my skill range but I'm going to attempt it x.x

I might be willing to pay over paypal if someone were willing to do the grid for me. :ermm:



None.

Feb 8 2009, 12:10 am Falkoner Post #9



Haha, it's not that bad, and you can do it all in a single trigger loop, it just takes a bit of testing to make sure you get it right. Do you understand how grids work in general?



None.

Feb 8 2009, 12:12 am youarenotworthy Post #10



Quote from Falkoner
Haha, it's not that bad, and you can do it all in a single trigger loop, it just takes a bit of testing to make sure you get it right. Do you understand how grids work in general?

I am fairly familiar with the way they work:

Create units at a location, they will be created in a specific order.
Remove them in a specific order and center locations on units to move the location to that specific spot.

I should point out that I have never made a grid system before though.



None.

Feb 8 2009, 12:14 am Falkoner Post #11



I think that I truly got how they worked playing this:
[attach=2838]

It's like a movie-map that shows a grid in motion, except at a slow rate, you should check it out.

EDIT: POST #5000 FTW!

Attachments:
Grid Tutorial.scm
Hits: 4 Size: 31.51kb



None.

Feb 8 2009, 12:17 am youarenotworthy Post #12



Quote from Falkoner
I think that I truly got how they worked playing this:
[attach=2838]

It's like a movie-map that shows a grid in motion, except at a slow rate, you should check it out.

I have seen that tutorial from when you showed me it before, you always are very helpful.

But I'm still intimidated by this grid system and I think that's making me defeatist. lol (as silly as that sounds)

Attachments:
Grid Tutorial.scm
Hits: 4 Size: 31.51kb



None.

Feb 8 2009, 12:58 am Falkoner Post #13



Perhaps this map will help:
[attach=2839]

Honestly, this is quite simple, as you can see, I used one location for the entire grid setup, and the entire map takes only 1 trigger. Hopefully you see how it works.

Attachments:
Stacked Grids.scx
Hits: 5 Size: 51.74kb



None.

Feb 8 2009, 1:05 am youarenotworthy Post #14



Quote from Falkoner
Perhaps this map will help:
[attach=2839]

Honestly, this is quite simple, as you can see, I used one location for the entire grid setup, and the entire map takes only 1 trigger. Hopefully you see how it works.

How would I implement multiple locations with that trigger? T.T

Attachments:
Stacked Grids.scx
Hits: 5 Size: 51.74kb



None.

Feb 8 2009, 1:09 am Falkoner Post #15



Okay, let me explain the trigger.

First thing, it detects when you move the civilian, and moves it back, you can swap that out for anything.

Next, the location is centered on the marine, and nine devourers are created there.

When you use the Remove trigger and there are multiple units that it could effect, it first goes left to right, then it removes from highest unit ID to lowest, so the latest created unit would be removed.

So when you first create nine devourers, they remove in this order:
149
268
357

So I want the one on the right, number 8, so I remove 7, then center a location, centering a location works the same as removing units, so number 8 will be centered on.

Now, I remove the last two devourers, and now my location is one space to the right of the player. Now I simply do the same thing, create 9, remove 7, center, remove 2, and then it's another space to the right, I just copy those 4 actions as many times as I need it moved to the right.



None.

Feb 8 2009, 1:15 am Falkoner Post #16



Now that I've explained the trigger, I guess I'll explain how to do it in multiple spots, basically, instead of using one location for everything, you could center a different location once you get the big one to where you want it, then you just restart back at the hero and do it again, now in a different direction.



None.

Feb 8 2009, 1:26 am youarenotworthy Post #17



The problem is applying that one trigger to my needs, not that I don't understand that one trigger.

How do I stretch that over 40 units of space, keeping the center location centered for a CENTER VISION trigger, and keep the four locations LEFT,RIGHT,UP,DOWN, in place constantly.



None.

Feb 8 2009, 1:29 am ForTheSwarm Post #18



1. Preplace a burrowed unit in the middle of each screen.
2. Copy his trigger 4 times. Modify it for the 4 directions.
3. Run the triggers once when you move to another screen. Also, center a location on the burrowed units and center vision on that location.
4. ???
5. Profit!



None.

Feb 8 2009, 1:30 am Falkoner Post #19



You wouldn't do it constantly, just whenever the hero units moved, just center a location on the hero, and when he brings 0 heros there, recenter it and then move all the locations again. Just use a separate location for the centering view, and to stretch it even farther, you just copy those 4 actions more, and if you run out of room, make another trigger with more of those actions.



None.

Feb 8 2009, 4:38 am NudeRaider Post #20

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from youarenotworthy
Quote from NudeRaider
...
I just told you all you need to know how to distribute the locations.
But I'll do an example:
Create grid at new position:
- Center 1av (3x3) on the unit
- Create 1 scourge at 1av
- Create 1 obs at 1av
- Create 1 scourge at 1av
... etc until you created 5 scourge and 4 obs. They get created like this:
SOS
OSO
SOS

- Remove All S
- Center LEFT on Obs at 1av
- Remove 1 O
- Center UP on Obs at 1av
- Remove 1 O
- Center DOWN on Obs at 1av
- Remove 1 O
- Center RIGHT on Obs at 1av
- Remove 1 O

Then the locations are distributed as follows:
_U_
L1R
_D_

When the player brings the unit to RIGHT (or any other direction), move the unit to RIGHT, then start all over.

I don't just need the grid to move one spot, I need it to move 20 squares over each time, opposed to moving a little bit as the unit moves..

The grid is on a much larger scale than what you're describing.

I need the grid to move with the screens, not with the unit. The unit should only be triggering WHEN the grid is distributed to the next 'map'.
If you look at my map you'll get what I mean by that.
... again
I explained what to do for 1 square size.
You want it for 20 square.
NOW GUESS WHAT YOU HAVE TO DO?
YES, RIGHT, COPY IT 20 TIMES! DUH...

Basically, you detect unit at right, move unit on right, do grid, move unit on right (x19)
and for the last time the same but you skip the last action (move unit to right).

You could also use a death counter countdown so you can variably set the distance and just copy the triggers.

EDIT: But yeah, Ahli's method is more efficient for covering long distances.

Post has been edited 1 time(s), last time on Feb 8 2009, 2:27 pm by NudeRaider.




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