Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Perfectly arranged scourges and observers
Perfectly arranged scourges and observers
Jun 17 2008, 7:36 pm
By: M s4  

Jun 17 2008, 7:36 pm M s4 Post #1



The DB here says that "alternating scourges and observers" will be created in perfect grids, but I can't seem to get this to work.

Assuming that units are created in a spiral like fashion.
7 6 5 16
8 1 4 15
9 2 3 14
10 11 12 13
and so on.

So I thought that creating 1 scourge, 1 ob, 1 scourge, 1 ob, and so on would do the trick. All it does it give me a big heaping mess of obs and scourges, in seemingly random formations.
And scourges and obs are different sizes so I'm still not sure how this would work.

Could anyone help? Thanks.



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Jun 17 2008, 7:46 pm Falkoner Post #2



Yeah, they give you a perfect 1.5 sized unit(allowing for sizes like 4.5x4.5) you may need to test the order they disappear in by slowly removing them to see exactly how to use them as a grid properly.



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Jun 17 2008, 8:10 pm M s4 Post #3



I can't even create the grid properly before I experiment with how to use it. If someone has created a scourge-observer grid, could they post what triggers they used or a screenie so I can see what I'm aiming for.



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Jun 17 2008, 8:11 pm Brontobyte Post #4



Also check this out. http://www.staredit.net/wiki/Grid_Systems This is a wiki I modified on the various grid systems. You can also try different sized units. For example if you wanted a 1x1 mobile grid, make something that is 3x3 then scale back down with a unit that is a 2x2... This is crude I know but it works.



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Jun 17 2008, 11:39 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

Lucky you. GridTest.scx

Liftoff to make a 3x3 grid with obs/scourges.

build an SCV to make an arbiter, then keep going and they will be replaced with marines in the order SC sees them.

I forget what the nuke does, but take a look at the triggers.

Here's the order to create/use.

Code
Trigger("Player 1"){
Conditions:
    Bring("Current Player", "Terran Command Center", "Location 2", At least, 1);

Actions:
    Preserve Trigger();
    Remove Unit("Current Player", "Terran Command Center");
    Create Unit("Current Player", "Terran Command Center", 1, "Location 2");
    Create Unit("Player 2", "Zerg Scourge", 1, "Location 0");
    Create Unit("Player 2", "Protoss Observer", 1, "Location 0");
    Create Unit("Player 2", "Zerg Scourge", 1, "Location 0");
    Create Unit("Player 2", "Protoss Observer", 1, "Location 0");
    Create Unit("Player 2", "Zerg Scourge", 1, "Location 0");
    Create Unit("Player 2", "Protoss Observer", 1, "Location 0");
    Create Unit("Player 2", "Zerg Scourge", 1, "Location 0");
    Create Unit("Player 2", "Protoss Observer", 1, "Location 0");
    Create Unit("Player 2", "Zerg Scourge", 1, "Location 0");
    Move Location("Player 2", "Protoss Observer", "Location 0", "Location 1");
    Create Unit("Player 2", "Terran Marine", 1, "Location 1");
    Remove Unit At Location("Player 2", "Protoss Observer", 1, "Location 1");
    Move Location("Player 2", "Protoss Observer", "Location 0", "Location 1");
    Create Unit("Player 2", "Terran Marine", 1, "Location 1");
    Remove Unit At Location("Player 2", "Protoss Observer", 1, "Location 1");
    Move Location("Player 2", "Protoss Observer", "Location 0", "Location 1");
    Create Unit("Player 2", "Terran Marine", 1, "Location 1");
    Remove Unit At Location("Player 2", "Protoss Observer", 1, "Location 1");
    Move Location("Player 2", "Protoss Observer", "Location 0", "Location 1");
    Create Unit("Player 2", "Terran Marine", 1, "Location 1");
    Remove Unit At Location("Player 2", "Protoss Observer", 1, "Location 1");
    Move Location("Player 2", "Zerg Scourge", "Location 0", "Location 1");
    Create Unit("Player 2", "Terran Marine", 1, "Location 1");
    Remove Unit At Location("Player 2", "Zerg Scourge", 1, "Location 1");
    Move Location("Player 2", "Zerg Scourge", "Location 0", "Location 1");
    Create Unit("Player 2", "Terran Marine", 1, "Location 1");
    Remove Unit At Location("Player 2", "Zerg Scourge", 1, "Location 1");
    Move Location("Player 2", "Zerg Scourge", "Location 0", "Location 1");
    Create Unit("Player 2", "Terran Marine", 1, "Location 1");
    Remove Unit At Location("Player 2", "Zerg Scourge", 1, "Location 1");
    Move Location("Player 2", "Zerg Scourge", "Location 0", "Location 1");
    Create Unit("Player 2", "Terran Marine", 1, "Location 1");
    Remove Unit At Location("Player 2", "Zerg Scourge", 1, "Location 1");
    Move Location("Player 2", "Zerg Scourge", "Location 0", "Location 1");
    Create Unit("Player 2", "Terran Marine", 1, "Location 1");
    Remove Unit At Location("Player 2", "Zerg Scourge", 1, "Location 1");
}

//-----------------------------------------------------------------//


One last thing, the grid will NOT stay in perfect grid formation if you don't remove it in the same trigger run, or relatively quickly. I haven't tried a 4x4 grid (mainly because there is no center unit, forcing two mobile grids to get it perfectly centered.) so I don't know how well this will work.

Post has been edited 1 time(s), last time on Jun 17 2008, 11:46 pm by rockz.



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

Jun 18 2008, 8:30 pm M s4 Post #6



Alright thanks guys for everything. My basic mistake was that I assumed observer/scourge grids worked exactly like mutalisk grids.
When you create observers/scourges, they don't stay in place like mutas do. But working with them quickly you can create really whatever grid you want.
I followed rockz's idea and made a 7x7 (and probably bigger ones will work) grid which has bunch of extra units in it, but it will do.



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