Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Lurker Spawning
[SOLVED] Lurker Spawning
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Jan 12 2012, 12:27 am
By: O)FaRTy1billion[MM]  

Jan 12 2012, 12:27 am O)FaRTy1billion[MM] Post #1

👻 👾 👽 💪

I was just wondering if anyone knows of a way to offset a location up and left 1px to spawn a lurker ... Lurker's placement box is dumb and doesn't fit on the grid, and is thus off from every other unit.



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Jan 12 2012, 1:00 am The_UrChai Post #2



Assuming that you're using Scmdraft 2's newest version you can click on the location and enter in coordinates. Or is that not in pixels? Beyond that I don't know. you can also set units to not snap to grid.

if you mean in the middle of a game, I don't think it'll work unless it's a stationary location.



None.

Jan 12 2012, 1:02 am Lanthanide Post #3



He's talking about creating a lurker via triggers, not pre-placing in scmdraft. Presumably this is also a dynamic location, not a fixed one.



None.

Jan 12 2012, 1:35 am jjf28 Post #4

Cartography Artisan

Haven't finished my work on precise placement yet but perhaps these #'s will help you grid up and left 1px.

(if my assumption is correct and they spawn right up against eachothers collision boxes this should work)

moving left 1 px: 1 queen right, 1 dropship left.
moving up 1 px: 1 observer down, 1 queen down, 1 dropship up, 1 devourer up.

conjugation: 1 queen down & right, 1 dropship left & up, 1 observer down, 1 devourer up.

Attachments:
Collision Sizes.xls
Hits: 1 Size: 30kb

Post has been edited 2 time(s), last time on Jan 12 2012, 1:43 am by jjf28.



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Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jan 13 2012, 8:34 am O)FaRTy1billion[MM] Post #5

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How do I use this?
Quote from Lanthanide
He's talking about creating a lurker via triggers, not pre-placing in scmdraft. Presumably this is also a dynamic location, not a fixed one.
This. I'm replacing a unit with a lurker, except lurkers boxes are off.

Post has been edited 2 time(s), last time on Jan 13 2012, 4:14 pm by Roy. Reason: Fixed quote tag for ya, Farteh



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jan 13 2012, 5:20 pm jjf28 Post #6

Cartography Artisan

I failed to mention Mobile Grids didn't I? :P (see in particular; partial grids, and offset glitch)

Anyways I was saying you could move location x up and left 1px by:

- creating some queens at location x
- center location x on the queen in the bottem right
- create some dropships at location x
- center location x on the dropship in the top left
- create some observers at location x
- center location x on the bottem observer
- create some devourers at location x
- center location x on the top devourer.

(I used "some" in lue of however many you need to make one appear at the bottem-right, top left, bottem, and top positions)

You might also want to note that units that spawn in an "even" location will justify up and to the left of the real center (the center would be (n + .5, n + .5) and you can't spawn at half a pixel), mabey you could use this to spawn in your desired position? (locations justify to the right and down, so I kind of doubt it :()

I'll get an example map done today if I can

Post has been edited 2 time(s), last time on Jan 13 2012, 5:27 pm by jjf28.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jan 13 2012, 9:14 pm O)FaRTy1billion[MM] Post #7

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Quote
SC divides each tile into 4 equal square segments or subtiles. These subtiles are equivallent to the fine grid in the editor. The first unit of the Mobile grid is always created directly at the specified location, however, all the following units are created centered on the nearest fine grid point (where subtiles' corners meet). Hence, if the grid center is not on one of the fine grid points, the grid units are created incorrectly, thus ruining the grid:
I think that bit is going to ruin it for me. :(

Post has been edited 1 time(s), last time on Jan 13 2012, 9:22 pm by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Feb 7 2012, 12:51 am rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

Just as an FYI:
Dragoon
Fenix Dragoon
Mercenary Gunship
Cargo Ship
Zerg Lurker

All suffer the same idiotic problem.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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