At first I assumed this was limited to a 7x7 mixed unit mobile grid (scourge and observer, much more pronounced), however it seems it isn't. What I've noticed is that the creation and/or removal order in grids is not the same every time, and changes depending on where the location currently is. Attached is a map using a 5x5 devourer grid and a video showing it changing as you move. Are grids above 3x3 simply unstable?
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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 assume this is because you're killing the units. Removal should work flawlessly.Well this is obviously a bug I never ran across.
Post has been edited 1 time(s), last time on Feb 8 2009, 2:49 pm by NudeRaider.
I assume this is because you're killing the units. Removal should work flawlessly.
Additional information: Units which are in their death-animation still can be detected via trigger "bring" or/and "command".
Please report errors in the Staredit.Network forum.
The killing of the scourges is there to illustrate where the up/down/left/right locations are currently, the scourges are only used in a single trigger(Create scourge here/here/here, kill all). I'm using them because the grid was setup and I was running into the situation where a unit freezes because of unwalkable terrain, even though said terrain was indeed walkable. I am creating and removing all the devourers used in this grid in a single trigger, though I've tried in seperate triggers and with different units.
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
I assume this is because you're killing the units. Removal should work flawlessly.
Killing the scourges does not effect the grid. If you pay attention to the death animation's position as long as the marine does not move, it is stable on 1 position.
It depends where you are. It has different results on different positions (I experienced that bug, too, because I tried to help him fixing the teleport error in the end of the video. But I experienced that with his big scourge/observer grid. Now he proofed that the other grids have the same strange behavior).
So we have a new knowledge that you shouldn't use more than 9 units in a grid at once. if you need to move a location much farer, you should move the creation location
(I always did that before. That's why I never experienced this behavior before.).
I assume this is because you're killing the units. Removal should work flawlessly.
I've made a shard animation system that uses a 1x1 scourge/obs grid once per loop, and kills a hallunication each loop. It works perfectly. However, this does not rule out the possibility that killing the grid units does not have any effect on the grid's reliability. Just some random useful info.
Some other things:
-If you're creating a 5x5 units grid, it might give errors due to its size. This, however, depends on the conditions - I had situations when bigger-than-3x3 grids worked fine, and had situations when they failed. Not sure if this is the case with your grid.
-Also, Lethal told me of some bug with grids that involved the grid's centre position with respect to 0.25x0.25 tile segments. I don't remember what it was though... ask him if you really need to.
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
-Also, Lethal told me of some bug with grids that involved the grid's centre position with respect to 0.25x0.25 tile segments. I don't remember whati s was though... ask him if you really need to.
Why didnt he spread his knowledge? :S
I would like to know that after it was validated.
But that could be true. 1 terrain tile is 1 megatile which exists out of 16 (0.25x0.25 tiles) mini tiles.
-Also, Lethal told me of some bug with grids that involved the grid's centre position with respect to 0.25x0.25 tile segments. I don't remember what it was though... ask him if you really need to.
The first unit is created exactly in the location center; the units after that displace and are snapped to a ¼x¼ tile grid- placed progressively counterclockwise (at first down) along this ¼x¼ tile grid; which is why where it begins matters.
Which is why you can never get more defined than a ¼x¼ tile (8-pixel) grid with mobile grids.
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-Also, Lethal told me of some bug with grids that involved the grid's centre position with respect to 0.25x0.25 tile segments. I don't remember whati s was though... ask him if you really need to.
Why didnt he spread his knowledge? :S
I would like to know that after it was validated.
But that could be true. 1 terrain tile is 1 megatile which exists out of 16 (0.25x0.25 tiles) mini tiles.
That's just the way Lethal is. He won't make a topic about every little discovery he makes - he'll prefer to combine those little discoveries into ne ultra-epic test map that will just make everyone's brains implode. He shares knoweledge only with b.net friends from time to time.
About the bug... though we need him to come into this discussion, I'll try to make an educated guess about it:
The first unit is created with 1x1 pixel accuracy (because we know it is possible). However, all the remaining units are created with 'rounoff' accuracy to the closest mini-tile as their centre.
This is just a rough guess combined with an attempt to remember what he actually told me. I'll PM him now and ask him to check out this topic.
EDIT:
-Also, Lethal told me of some bug with grids that involved the grid's centre position with respect to 0.25x0.25 tile segments. I don't remember what it was though... ask him if you really need to.
The first unit is created exactly in the location center; the units after that displace and are snapped to a %uFFFDx%uFFFD tile grid- placed progressively counterclockwise (at first down) along this %uFFFDx%uFFFD tile grid; which is why where it begins matters.
Which is why you can never get more defined than a %uFFFDx%uFFFD tile (8-pixel) grid with mobile grids.
Shit, you posted faster than I could finish my post. Atleast my guess was correct. >_< Your information is extremely reliable in my eyes. Thanks.
Post has been edited 1 time(s), last time on Feb 8 2009, 3:11 pm by NudeRaider. Reason: merged posts
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
The scourge&observer grid fails to be perfect.
Even in my 9 unit grid, the units are misplaced if you are not in the middle of 4 tiles.
This is a good placement. You can see that the Marine is in the middle of 4 tiles.
This is a bad placement. The Marine is not in the middle of 4 tiles.
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The first unit is created exactly in the location center; the units after that displace and are snapped to a ¼x¼ tile grid- placed progressively counterclockwise (at first down) along this ¼x¼ tile grid; which is why where it begins matters.
This quote sums it up.
Fortunately, there's a solution! To make the rest of the units align perfectly every time, you just have to snap the first unit created to the grid. How? First, make a 3x3 mobile grid and center a location on the leftmost unit and remove those units. Next, create a 3x3 mobile grid (from that location you just centered) and center a location on the rightmost unit and remove those units. Since the location is now snapped to the ¼x¼ tile, the first unit created will snap to the ¼x¼ tile, aligning the rest of the units.
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Why not just use 2x1 with that solution?
EDIT: Well, 2x1 for the first create. Then whatever is necessary after that to get back to the original position.
Post has been edited 2 time(s), last time on Feb 8 2009, 8:04 pm by Esponeo.
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@Lethal_Illusion: Thanks for the alignment trick, doesn't work quite so well when using scourge+observers, but works perfectly for same unit grids.
@Esponeo:
You mean just snapto the second unit, then move back? Nvm, you edited
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