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Mobile Grid Question
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Dec 31 2007, 3:36 am
By: Conspiracy  

Dec 31 2007, 3:36 am Conspiracy Post #1



Ok, i know that devourers make a perfect 5x5 grid, but is there a way to make a perfect 6x6 or a 10x10 grid? Every time I try to make it, it says cannot place unit, Building exit blocked. :flamer:



None.

Dec 31 2007, 4:10 am Pyro682 Post #2



Each devourer makes a 2x2, not a 5x5
Have a 3 Devourer x 3 Devourer grid? I dont know if i answered the question...



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Dec 31 2007, 4:31 am Conspiracy Post #3



well, no you didn't and it isn't your fault. I didn't fully explain it...

What I meant by a 5x5 is 5 devourers by 5 devourers, or a 10x10 grid. What I want is a 10x10 devourer grid. Is that possible?



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Dec 31 2007, 4:43 am Pyro682 Post #4



Well, that means that if you want a 5Dx5D, thats doubled. So thats 10x10.
So, make a 10x10 Location for the grid. For the 10Dx10D, thatd be 20x20.

5Dx5D = 5 Devourers x 5 Devourers.
10Dx10D = 10 Devourers x 10 devourers.

if it comes up with that error message, Make the location bigger. It wont effect the grid at all. (Keep it a square)



None.

Dec 31 2007, 4:44 am Conspiracy Post #5



I tried that, made the location as big as map, and still errored :O....



None.

Dec 31 2007, 4:53 am Pyro682 Post #6



Check the Location Properties. Do you have every Box Checked?



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Dec 31 2007, 10:46 am NudeRaider Post #7

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 FrIuT
I tried that, made the location as big as map, and still errored :O....
I think Starcraft has a limitation on how far a unit can be placed from the center where it is supposed to appear.
You won't be able to change that.

An easy test to see that is creating 1 unit per trigger loop at anywhere. It will work to a certain point, then the units cannot be placed even if there's still plenty of space left.

You would have to stitch together overlapping grids. That would be really complicated to implement. It's hard to explain what I mean, so I'll show you a picture.
Im not sure about the exact numbering, but as an example it will suffice.

That is the normal 5x5 grid:
05-10-15-20-25
04-09-14-19-24
03-08-13-18-23
02-07-12-17-22
01-06-11-16-21

In the next step i gonna expand it by taking 25 as the center of a new 5x5 grid:
-------a2-a4-a6-a11-a16
-------a1-a3-a5-a10-a15
05-10-15-20-25--a9--a14
04-09-14-19-24--a8--a13
03-08-13-18-23--a7--a12
02-07-12-17-22
01-06-11-16-21

Do that for every corner and you got a 9x9 grid. As you can see the method is not very handy but afaik the only way.




Dec 31 2007, 4:38 pm Falkoner Post #8



Well, making the location as big as the map would cause major problems, since when you're near the edge of the map, it would get pushed away from the edge.



None.

Dec 31 2007, 5:46 pm Conspiracy Post #9



Quote from NudeRaider
-------a2-a4-a6-a11-a16
-------a1-a3-a5-a10-a15
05-10-15-20-25--a9--a14
04-09-14-19-24--a8--a13
03-08-13-18-23--a7--a12
02-07-12-17-22
01-06-11-16-21

Do that for every corner and you got a 9x9 grid. As you can see the method is not very handy but afaik the only way.

I understand what your saying.. but i believe SC sees it the other way around...

01-06-
02-07

etc... Because Starcraft triggers scan from top to bottom...then left to right... correct?



None.

Dec 31 2007, 5:50 pm Falkoner Post #10



If there are multiple units possible, like when you try to center a location on them, it will always go from Left to Right, if two units are on the exact same X coordinate, then it will go by unit ID, not from top to bottom.



None.

Dec 31 2007, 5:57 pm Conspiracy Post #11



Oh really? Thats very interesting... is there a place where I can get each units ID... that would be very interesting to know :O

PS: Devourer mobile graph isn't perfect (atleast, not for me) it kinda goes like this:
05-06-11-16-21
04-10-13-18-22
03-09-15-19-23
02-08-14-20-24
01-07-12-17-25



None.

Dec 31 2007, 6:37 pm Falkoner Post #12



Yeah, I was getting the same problem with Random Quest RPG, it seems that is aligns them a bit differently when creating them. It's really simple though, just make a test map to find the correct order and use that.



None.

Dec 31 2007, 8:02 pm PCFredZ Post #13



Quote from NudeRaider
Quote from FrIuT
I tried that, made the location as big as map, and still errored :O....
I think Starcraft has a limitation on how far a unit can be placed from the center where it is supposed to appear.
You won't be able to change that.

An easy test to see that is creating 1 unit per trigger loop at anywhere. It will work to a certain point, then the units cannot be placed even if there's still plenty of space left.

You would have to stitch together overlapping grids. That would be really complicated to implement. It's hard to explain what I mean, so I'll show you a picture.
Im not sure about the exact numbering, but as an example it will suffice.

That is the normal 5x5 grid:
05-10-15-20-25
04-09-14-19-24
03-08-13-18-23
02-07-12-17-22
01-06-11-16-21

Your grid is for detection. When you create the units, 01 starts at the center and the other numbers spiral outwards in a clockwise circle.

To get 4x4, simply create 25, remove 5 (the left column), then repeat this four times (for the remaining four columns): remove 1, give 4 to another player. At the end, give the 16 that remain back to the original player.

In other words, instead of trying to create an even-number grid right off the bat, simply create an odd-number grid and remove units.



None.

May 30 2010, 2:43 am Tank_7 Post #14



The reason for the funny order is that Starcraft doesn't go top-to-bottom or bottom-to-top.
It took me a long time to solve this in some of my own maps.

It does go Left-to-Right. However if two units are on the exact same "X-Axis Pixel" then the tie is broken by what I would describe as the unit's number in Starcraft's Memory. The order the units are created decides this. If you create 25 devourers, It first makes the center one, then the first ring for a 3x3, then the second ring for a 5x5. Within a vertical line of units, the unit placed most recently is the first one to get a location centered on it, or to be given, removed, killed etc.

This applies even in the map editor - If you put a vertical wall of units or buildings, and in the map editor you place it Top-To-Bottom, the Bottom unit is the "last one placed" and a Preserved Give 1 Unit Trigger will go Bottom-To-Top in game.

Edit:
Here is my grid order for 5x5 (# of Devourers Given by a trigger, Then Center Location - This is the resulting location's location)
04-05-10-15-20
03-09-12-17-21
02-08-14-18-22
01-07-13-19-23
00-06-11-16-24

Check Out Attached Map to see what I mean for the "Unit Creation Order" when units are on the same X-Axis Pixel.

Attachments:
ExperimentVerticalAlign.scx
Hits: 0 Size: 40.05kb

Post has been edited 1 time(s), last time on May 30 2010, 2:53 am by Tank_7.



None.

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