This is the map I'm working on. You control a wraith and you move it up and down. On the other side there is a boss which shoots at you. You have to dodge its bullets. The bullets fly in different patterns and for this I need to be able to place locations in certain coordinates of the grid where the player is positioned. I can't use locations for each square of the grid because there are six players and I hit the location count pretty fast. Can't use mobile grids because the players are not close to the map borders. Can't figure out how to use static grid and there is a problem that the terrain of the grid is NULL terrain.
Can somebody help me with my grid? I don't know if I made my self clear on what I need.
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>be faceless void >mfw I have no face
Mobile grids are precisely what you need. It's a good thing you're not close to the map borders for mobile grids. Have a read of
http://www.staredit.net/starcraft/Grid_Systems#Mobile_Grids to see exactly what they are. If you need more help just let us know.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
But mobile grids cause a lot of lag don't they? My map will use them intensely. We are talking about 6 grids each 228 square giving a total of 1368 units per trigger cycle. My map requires reaction to dodge the bullets. Won't that cause a lot of lag. And what is the maximum number of units allowed?
EDIT: I can use only 64 actions yet my grids are 228 squares.
Maybe i'll have to go with locations
Post has been edited 1 time(s), last time on Jun 29 2012, 2:03 pm by Fortis.
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How are the various areas laid out in relation to each other? If they're all in a straight horizontal line, then I have a good solution for you. If they're not, is it possible for you to rearrange them into a horizontal line? Also, how close, vertically, are they to the center of the map? My solution wouldn't work if they include the x-axis.
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The name of the game is get locations to given coordinates with
reasonable amounts of locations and as few units as possible.
my favorite game!upon review, you should almost definitely go with kaias's method for this.
other method
What we want to do here is hybrid location grids and mobile grids (in a hyper-efficient manner).
First determine how many locations you want to use for this (the more locations you use, the less mobile grid-ing you'll need) and setup your location grids, in the triggers, subtract the distance you moved from your destination coordinate.
Get the rest of the distance with mobile grids & binary countoffs, only move down and right with the mobile grids to keep your unit creation to a minimum. You can use the distances outline
here. If you don't want to use the suggested air unit for whatever reason, find a unit with an identical collision size (see attachment).
When you put it all together and do a little optimization it'll look roughly like this
Example Map (though you would probably use more locations).
Attachments:
Post has been edited 2 time(s), last time on Jun 29 2012, 6:27 pm by jjf28.
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
A (hybrid) location grid is exactly what you should use, just not in the way that you think (it doesn't involve placing 1 location per tile).
Here's an article I wrote on them a few years ago
http://www.staredit.net/?p=oldwiki&s=125 that should help you understand them. You could place on every tile using just 7 locations and 19*6 units. jjf28 is needlessly complicating things by using mobile grids. You don't need to use them.
If you have more questions after reading that article you can ask them here (or PM me, that's the only way I'll be certain to see them).
Post has been edited 1 time(s), last time on Jun 29 2012, 6:23 pm by Kaias.
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So you want to have bullets shoot towards the wraith each time theyre fired from the boss?
Why not have a location that centers on the boss every time the bullet is fired and issue order to whatever unit your using as the bullet at that location to attack/patrol to a location that gets centered on the player.
For example, if you plan on having a bullet fired every 24 DC then you would do something like this...
DC = 24
Center on Boss, Center bullet 1 location on player, Create 1 scourge, issue order
DC = 48
Center on Boss, Center bullet 2 location on player, Create 1 scourge, issue order
DC = 72
Center on Boss, Center bullet 3 location on player, Create 1 scourge, issue order
And so on for as many bullets as needed which i'm assuming cant be much more than 15-20. Reloop it as needed.
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@jif28 Yes that definitely is helpful, but its going to take me some time to implement
@Kaias
I skimmed through the articles and you are using the edge of the map. The best I saw is using only one edge and a row of units. But I want to position the grid away from the edges of the map. Maybe I can use locations so large that when I center them they exit the map and get slided thus using the edges.
Just to clarify what map I'm making.
http://www.youtube.com/watch?v=4Nb5Ohbt1SgBasically I'm making a touhou game in starcraft. Because I can't make that many "bullets" I am going to make it like a space shooter. Also I'm making it so that 6 people play at the same time and compete for score. The reason I need the grids is to create interesting patterns for the bullets and spell effects. But now I'm thinking If I should make a rpg. We shall see...
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@Kaias
I skimmed through the articles and you are using the edge of the map. The best I saw is using only one edge and a row of units. But I want to position the grid away from the edges of the map. Maybe I can use locations so large that when I center them they exit the map and get slided thus using the edges.
You can start the locations out as long as you need. It doesn't matter where on the map your arenas are.
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@Kaias
I skimmed through the articles and you are using the edge of the map. The best I saw is using only one edge and a row of units. But I want to position the grid away from the edges of the map. Maybe I can use locations so large that when I center them they exit the map and get slided thus using the edges.
Kaias gave you a great solution and I don't really think you quite understand it. Perhaps try reading the old documentation again and ask any questions you have.
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