Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: X,Y Grid Centering Help
X,Y Grid Centering Help
Jul 20 2008, 9:20 pm
By: Brontobyte  

Jul 21 2008, 12:17 am Brontobyte Post #21



Quote from Kaias
The fact that locations be moved off the map is utilized-
By centering on a unit at the top most part of the map, the location hangs there like a stalactite (from the ceiling).
By using a location twice as tall as how far down from the map we need the unit to be created, when we do create it, it is in the center of the location and thus half as far as twice as far, which is of course exactly where we need it.

So is it that you didn't understand that or that you don't understand how to calculate as to which X coordinate you need or which location length?

P.S. Do opposite for bottom half of map


I don't get why you all think that I don't understand the concept that when you center a location close to the edge of the map, the location will be "pushed" off the side resulting in them being stacked onto each other.

EX:
_X1
__X2
___X3
____X4
_____X5
This would look like:
_X1_X2_X3_X4_X5

When centered on the right side of the map. When centered on the left side of the map, all of the names would be stacked and it would just differ in location sizes.

I get all of this.

What I don't get is how you move a location into the intersection point of two other locations:

(Vertical "I" = Big X Location)
(Horizontal "I" = Big Y Location)

I----I----I----I----I
I----I----I---[I]---I ([I] = Where I want To Center The Small Location)
I----I----I----I----I
I----I----I----I----I ("I" = Different Sized X Locations)
I----I----I----I----I
I----I----I----I----I
I----I----I----I----I



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Jul 21 2008, 12:21 am Falkoner Post #22



That's where the different sized locations come in, the center of the location is where you are checking, and that's where you need the different sizes, so the center ends up at different spots, and you need to find the center that is also in the Y coordinate.



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Jul 21 2008, 12:24 am Madroc Post #23



Just center the location on the unit at that point that you are centering the other locations on. Simple.

(right?)



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Jul 21 2008, 12:25 am Falkoner Post #24



Well that's also where the bouncing off the walls comes in, you center the two map-sized locations, and then you can center the smaller locations on the side unit that is being touched by the largest location.



None.

Jul 21 2008, 12:32 am Brontobyte Post #25



Quote from name:devilesk
Dude all you need to do is trace through the triggers :-_-: They tell you what's happening as clear as day if you understand what conditions and actions are. :-_-:

AND WHY ARE YOU ASKING THE SAME QUESTION YOU ASKED IN THE SHOUTBOX AFTER I ANSWERED IT?

Quote
[07:41 pm] (U)devilesk -- you don't move a location into the intersection of two different locations
[07:40 pm] Brontobyte -- I get the whole "locations can't go off the edge of the map" idea, its the moving a location into the intersection of two other different locations.
It's not even possible. Are you even familiar with the center location action at all? :-_-:


Here is what I have gathered while looking at the triggers from Egg Ball, over and over:

You first figure out where the units position is, based on the grid, and then set that value to the current players D: X and D: Y, which represent the units position.

(For reference, I will say that D: X = 5 and D: Y = 7)

Then you figure out the current players destination, based of of which egg they have selected via other triggers, and then set the D: X/D: Y values to a different value. (Don't understand)

Next you then center the "lol" location in the center of the respective Y location, either Y(value) or Y'(value), depending on the X value, which determines which half of the map the units destination is on. (Somewhat understand)

Quote
Trigger("Player 1","Player 2","Player 3","Player 4","Player 5","Player 6","Player 7"){
Conditions:
Deaths("Current Player", "Floor Missile Trap", Exactly, 7);
Deaths("Current Player", "Floor Hatch (UNUSED)", At most, 20);

Actions:
Move Location("Player 12", "Zerg Ultralisk Cavern", "Y7", "Loc");
Preserve Trigger();
Comment("7");
}

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

Then you do the similar process, but with the X locations, but instead of just centering the location in the center of the X location, you center the X location inside of the "loc" location which was centered on the X location. (Confused)

Quote
Trigger("Player 1","Player 2","Player 3","Player 4","Player 5","Player 6","Player 7"){
Conditions:
Deaths("Current Player", "Floor Hatch (UNUSED)", Exactly, 5);

Actions:
Move Location("Player 12", "Zerg Ultralisk Cavern", "Loc", "X5");
Move Location("Player 12", "Zerg Ultralisk Cavern", "X5", "Loc");
Preserve Trigger();
Comment("5");
}

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

Then you just order the Zerg Scourge (FLYER THING) to the "loc" location and BAM! it all works nicely.

I still don't get how you can find the exact position of the D: X = 5/ D: Y = 7, or you can't, your just moving the unit from where it is to the other side of the map, in the direction the player selected.

Instead of pin pointing where the unit needs to move towards, you simply just move it towards the direction it was going in. Like instead of actually moving the Zerg Scourge to location (5,7) you just move it from where it is, (0x0) in a 45o angle or a straight line passing through the coordinate? I must sound like I'm crazy or something...



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Jul 21 2008, 1:19 am Kaias Post #26



Rephrase in the form of a question.



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Jul 21 2008, 1:49 am Brontobyte Post #27



Quote from Kaias
Rephrase in the form of a question.

Forget it, I will just test the shit out of different methods, and other ways that I can think it will work and if it works, I will keep it. I just finished about a 1 hour conversation with Falkoner on Yahoo Messenger, and I am still lost, but somewhat informed of a method to use.



None.

Jul 21 2008, 2:03 am Kaias Post #28



Quote from Brontobyte
Quote from Kaias
Rephrase in the form of a question.

Forget it, I will just test the shit out of different methods, and other ways that I can think it will work and if it works, I will keep it. I just finished about a 1 hour conversation with Falkoner on Yahoo Messenger, and I am still lost, but somewhat informed of a method to use.
Let me guess, mobile grid.



None.

Jul 21 2008, 4:12 am SelfPossessed Post #29



Quote from Kaias
Right. I forgot to mention you have to do it for bottom row as well so you can get the bottom half of the map.

Quick clarification. In my post that you quoted, the spider mines represented the line of units for the bottom half of the map. The goal was to attempt to cut down the number of triggers as you would only have to traverse the top axes even for the bottom half of the grid.



None.

Jul 21 2008, 4:16 am Kaias Post #30



Quote from SelfPossessed
Quote from Kaias
Right. I forgot to mention you have to do it for bottom row as well so you can get the bottom half of the map.

Quick clarification. In my post that you quoted, the spider mines represented the line of units for the bottom half of the map. The goal was to attempt to cut down the number of triggers as you would only have to traverse the top axes even for the bottom half of the grid.
So I understand. You just have to center on spidermines once you've found the appropriate coordinate.



None.

Jul 21 2008, 4:18 am SelfPossessed Post #31



I hate having such a short post, but yah, pretty much.

For some reason, I've always thought of coordinate grids with two horizontal rows for units. It just seemed more natural to find the X coordinate first.



None.

Jul 21 2008, 5:00 am Kaias Post #32



Vertical columns don't always read in the same order



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Jul 21 2008, 1:59 pm Falkoner Post #33



Actually, they should, as long as they are created properly, when units are on the same X coordinate, SC reads them from highest ID to lowest, so the most recent units will be read last, and most editors will automatically assign preplaced IDs with that same method, but SCM Draft doesn't, so you just have to make sure you place them in the correct order.



None.

Jul 21 2008, 6:06 pm Brontobyte Post #34



I have come to an agreement with what I want to use.

A simple 2 location X,Y grid with the locations spanning the length of the entire map. I will also have preplaced borrowed Zerg Zergling in each tile of the grid in every possible place where the unit could move. (Player 9)

I will first figure out the units position and add them to two different death counters. (DC: X/DC: Y)
Then when I want to move the unit up, down, left, or right, I will just move one or the others respectively up, down, left, or right (grid location) to make the unit move into the correct spot.

To detect where the two grid locations meet, I will simply give all of the Zerg Zergling owned by Player 9, at each of the two locations, to Player 10. Then I will center a 3x3 tile location on 5 Zerg Zergling owned by Player 10. :D

It sounds like it would work, in theory...



None.

Jul 30 2008, 4:55 am Lethal_Illusion Post #35



Whoopse, I didn't notice there was a Page 2. Oh well, I'll keep this anyway. Sorry if it's already been covered.

When you center LocationA on UnitB in LocationC, and UnitB is not in LocationC, LocationA centers on the middle on LocationC. This is why a location goes to the center of a map when you move a location on a non-existing unit in the "Anywhere" location.

It's a bit general, but it -should- explain some basic questions (it seemed like you wrapped up everything else).

Also, I used units along the sides to replace the Y axis, cutting down on locations needed.



None.

Jul 30 2008, 2:55 pm Falkoner Post #36



You know, I realized how you could make a location move to the coordinate where they intercept, it would require having both a static grid and a coordinate grid though, which kinda destroys the point of the coordinate grid, but anyways, here it goes, you center the two locations, give all the units in one to another player, then give all the units owned by the player they were just given to to another player, that will make it so the 1 unit owned by the second player being given to is the point of interception.



None.

Jul 30 2008, 7:10 pm Kaias Post #37



Quote from Falkoner
You know, I realized how you could make a location move to the coordinate where they intercept, it would require having both a static grid and a coordinate grid though, which kinda destroys the point of the coordinate grid, but anyways, here it goes, you center the two locations, give all the units in one to another player, then give all the units owned by the player they were just given to to another player, that will make it so the 1 unit owned by the second player being given to is the point of interception.
Yeah I used something like that for an old map of mine. Except is was off a coordinate and mobile grid, I couldn't use air and ground is unreliable so I used ground and offset the coordinate from the unit and did precisely as described.

Worked beautifully.



None.

Jul 30 2008, 9:02 pm Brontobyte Post #38



Quote from Brontobyte
I have come to an agreement with what I want to use.

A simple 2 location X,Y grid with the locations spanning the length of the entire map. I will also have preplaced borrowed Zerg Zergling in each tile of the grid in every possible place where the unit could move. (Player 9)

I will first figure out the units position and add them to two different death counters. (DC: X/DC: Y)
Then when I want to move the unit up, down, left, or right, I will just move one or the others respectively up, down, left, or right (grid location) to make the unit move into the correct spot.

To detect where the two grid locations meet, I will simply give all of the Zerg Zergling owned by Player 9, at each of the two locations, to Player 10. Then I will center a 3x3 tile location on 5 Zerg Zergling owned by Player 10. :D


It sounds like it would work, in theory...

Quote from Falkoner
You know, I realized how you could make a location move to the coordinate where they intercept, it would require having both a static grid and a coordinate grid though, which kinda destroys the point of the coordinate grid, but anyways, here it goes, you center the two locations, give all the units in one to another player, then give all the units owned by the player they were just given to to another player, that will make it so the 1 unit owned by the second player being given to is the point of interception.

My way would be ez'r. :P



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