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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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.
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.
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.
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Post has been edited 2 time(s), last time on Jan 12 2012, 1:43 am by jjf28.
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
How do I use this?
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
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I failed to mention
Mobile Grids didn't I?
(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 -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
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.
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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!
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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?"