Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: General Location Grid Questions
General Location Grid Questions
Nov 2 2009, 9:43 pm
By: Cinolt  

Nov 2 2009, 9:43 pm Cinolt Post #1



Hi, implementing and applying a location grid in my map is something I've been interested in and trying to do for quite a while now. I have had questions and I probably will in the future about this topic, so this will be the thread I'll ask it on, for the sake of not making too much more threads than I already have. Feel free to answer them or help in any way in your own convenience.

For my first question: Assume that I can place a location anywhere on a 2px grid on the area in which the sole main unit will be able to move, and that the map has the unit's current X and Y coordinates placed in respective death counters.

This being said, when the player does something trigger-detectable (for example, building a scout), I want a location centered approximately 10 pixels above the main unit. Is it the most efficient option to make a trigger for every X and Y position (in the 2px grid) possible in the walking area and determine what's 10px above it? According to my calculations I would have to make about 34225 triggers for each possible position, which is why I'm asking this question and getting opinions from people to make sure I don't waste a large portion of my time making those triggers to find out there's a more easier method.

Also my walking area is no bigger than those in say FRAGS or Elementa, so if you are experienced with integrating a location grid of this accuracy and that number is at glance unproportionally large compared to your experiences, let me know.

Thanks for any help.



None.

Nov 2 2009, 10:31 pm Morphling Post #2



First, when you create a scout or whatever to activate the spell you would convert the X and Y position death counters to another death counter, A and B. This is so you keep the X and Y death counter values and so you can change the A and B counters for other purposes. Next, you need to center the location 10 pixels above your unit. To do this subtract 10 from B and create an output. Do this in a series of triggers by centering the main trigger on the burrowed unit and then center the appropriate location, called L, on main location and then the main location on location L.

Note: You may need to go higher than 8 for the binary countoffs.
Convert


Centering(Output)


Post has been edited 1 time(s), last time on Nov 2 2009, 10:37 pm by Morphling.



None.

Nov 2 2009, 10:38 pm Cinolt Post #3



I'm sorry if you spent a considerable amount of time making those triggers, but because you posted triggers I can tell you answered a question I wasn't asking. I know how to center a location 10 pixels above an area, my question is if I have to "hard-code" in a sense every possible set of coordinates the unit may be in, and in the case of my map the number would be around 34225 triggers, for every possible set of coordinates. I'm asking if it is the best known and recommended method for achieving the goal of finding ten pixels above the unit in whatever coordinates the unit may be in at any given time.

Post has been edited 1 time(s), last time on Nov 2 2009, 10:55 pm by yoonkwun.



None.

Nov 2 2009, 10:40 pm darksnow Post #4



or the tl;dr version,
he wants to know if he needs to make a trigger for every possible coordinate a unit can be in, since the scout wont always be in the same place.



None.

Nov 2 2009, 10:43 pm Morphling Post #5



Don't worry it took less than 5 minutes to make those triggers. I answered your question and added some extra information in case you didn't know it. The amount of triggers required would be your pixels in X plus your pixels in Y. You center the main location on a burrowed unit according to your Y, then center the appropriate X location on main location, and finally center the main location on that X location.

Edit: To elucidate, you separate the X triggers and the Y triggers to make the triggers required are pixels in X plus your pixels in Y. If you combine the X and Y into one trigger the number of triggers required would be pixels in X multiplied by your pixels in Y.

Post has been edited 2 time(s), last time on Nov 2 2009, 10:51 pm by Morphling.



None.

Nov 2 2009, 10:55 pm Cinolt Post #6



Please disregard my previous post, I'm an idiot. Thank you very much for telling of that method, for some reason I did not consider the subtracting or adding the X or Y coordinate death counter directly. Now it doesn't seem that daunting.



None.

Nov 2 2009, 11:02 pm Morphling Post #7



Glad it helped. If you have anymore questions please feel free to ask. In my opinion location grids are the hardest part in map making besides EUDs and maybe math.(They are not hard after a few test maps. You also gets much faster at making them. :D )



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