Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Grids (Cannot use location grids)
[SOLVED] Grids (Cannot use location grids)
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Jun 29 2012, 12:08 pm
By: Fortis  

Jun 29 2012, 12:08 pm Fortis Post #1





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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Jun 29 2012, 12:51 pm Jack Post #2

>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.



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Jun 29 2012, 1:30 pm Fortis Post #3



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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Jun 29 2012, 3:20 pm Biophysicist Post #4



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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Jun 29 2012, 5:46 pm jjf28 Post #5

Cartography Artisan

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


Attachments:
Collision Sizes.xls
Hits: 3 Size: 30kb

Post has been edited 2 time(s), last time on Jun 29 2012, 6:27 pm by jjf28.



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Jun 29 2012, 6:15 pm Kaias Post #6



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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Jun 29 2012, 7:33 pm staxx Post #7



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.



None.

Jun 29 2012, 7:34 pm Fortis Post #8



@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=4Nb5Ohbt1Sg

Basically 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... :)



None.

Jun 29 2012, 8:05 pm Kaias Post #9



Quote from Fortis
@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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Jun 29 2012, 9:41 pm CecilSunkure Post #10



Quote from Fortis
@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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