Lucky you.
GridTest.scxLiftoff 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.
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?"