RE: Grid system
Jun 2 2020, 6:49 am
By: youarenotworthy  

Jun 2 2020, 6:49 am youarenotworthy Post #1



Hi guys, I've spent about 6 hours today trying to get this to work, but I can't, so I'm asking for help.

Failed to get ImageSize ( http://ibb.co/Wk3ZtMc )

The top trigger makes the templar move from the left burrowed unit over to the right burrowed unit. It works perfectly with no issues.

When I try to incorporate the inverse triggers, which would make it go from right to left, two things happen:

1. The second part doesn't work. The triggers don't work in the inverse. I've tried deleting the first set of triggers to see if the second set work standalone, they do not. I can't figure it out.
2. With the second set of triggers active, the first trigger works the first two times, but on the second time the templar freezes up and I can't move it anymore.

Map attached if you want to take a closer look.

Please help!

Post has been edited 1 time(s), last time on Jun 2 2020, 10:13 pm by youarenotworthy. Reason: New problem... see post below.



None.

Jun 2 2020, 6:12 pm Ultraviolet Post #2



I briefly looked at you triggers and immediately noticed that you are only using observers for your mobile grid, but from my understanding observers alone will not create a functional grid. Have you read the wiki article on mobile grids found here? Back when I was messing with mobile grids, closely reading this article helped me with getting functional mobile grids going. I'd also recommend reading the part about the offset glitch as this can often cause problems.

I also notice that your grid locations are called 4x4 grid and 8x8 grid. While not directly related to your question, I thought it worth mentioning that my understanding of mobile grids is that they only work in odd number sizes (3x3 and 5x5) due to the way units are created with one unit at the center.

Hope these things help, let us know if not.




Jun 2 2020, 8:24 pm youarenotworthy Post #3



I figured it out. I was under the false impression that the game removes things in the same order that it creates them, cause this worked for the right movement, but it worked by accident. So instead, I created 5 observers for player 3, then 1 observer for player 2, then removed the player 3 observers and VOILA!:)



None.

Jun 2 2020, 8:25 pm youarenotworthy Post #4



The system works perfectly now.



None.

Jun 2 2020, 8:36 pm Roy Post #5

An artist's depiction of an Extended Unit Death

If you're using ScmDraft, the latest version has an action called "EUD: Location Position". To move the 'Movement' location one tile to the right, you would do:

EUD: Modify Movement's left edge: add 32 pixels.
EUD: Modify Movement's right edge: add 32 pixels.


And to move it one tile to the left:
EUD: Modify Movement's left edge: subtract 32 pixels.
EUD: Modify Movement's right edge: subtract 32 pixels.


You may find this less cumbersome and more flexible than mobile grids.




Jun 2 2020, 9:05 pm youarenotworthy Post #6



Quote from Roy
If you're using ScmDraft, the latest version has an action called "EUD: Location Position". To move the 'Movement' location one tile to the right, you would do:

EUD: Modify Movement's left edge: add 32 pixels.
EUD: Modify Movement's right edge: add 32 pixels.


And to move it one tile to the left:
EUD: Modify Movement's left edge: subtract 32 pixels.
EUD: Modify Movement's right edge: subtract 32 pixels.


You may find this less cumbersome and more flexible than mobile grids.

Wow. This could have saved me a lot of time XD But thanks a lot, good to know. I might just keep it how it is for now, but definitely have to keep this in mind in case the grid system starts causing me problems later. That's a cool addition.



None.

Jun 2 2020, 9:12 pm Ultraviolet Post #7



Quote from Roy
If you're using ScmDraft, the latest version has an action called "EUD: Location Position". To move the 'Movement' location one tile to the right, you would do:

EUD: Modify Movement's left edge: add 32 pixels.
EUD: Modify Movement's right edge: add 32 pixels.


And to move it one tile to the left:
EUD: Modify Movement's left edge: subtract 32 pixels.
EUD: Modify Movement's right edge: subtract 32 pixels.


You may find this less cumbersome and more flexible than mobile grids.

It feels so obvious seeing you state it as I've used this action for other goals, but never thought about using it for this purpose! This seems all around far superior to mobile grids since you can get pixel perfect results and not have to worry about whether there are air units in the way of your grids.




Jun 2 2020, 10:15 pm youarenotworthy Post #8



FIXED

Post has been edited 2 time(s), last time on Jun 3 2020, 4:30 am by youarenotworthy.



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