Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: 6 Air Units In A Line Rotating Along A Point
6 Air Units In A Line Rotating Along A Point
Apr 2 2010, 3:32 pm
By: Warlord_Master  

Apr 2 2010, 3:32 pm Warlord_Master Post #1



6 Air Units In A Line Rotating Along A Point, clockwise, how would i do that? to make the line and then make the line move while keeping its straight line. the line basically represents a radius that u cannot touch or u die while fighting boss



None.

Apr 2 2010, 3:43 pm TiKels Post #2



Mobile Grids

Location Grids

Choose yer poison.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Apr 2 2010, 3:44 pm NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

What you're trying to do sounds pretty complicated so I doubt it's doable to a satisfactory level in sc, but in any case mobile grids are the way to go. Look them up in the wiki.




Apr 2 2010, 4:44 pm CecilSunkure Post #4



Well you could use a bunch of locations. Or, you could use some burrowed units. You can use a different type of burrowed unit for each hand position, and then use different player owners. This way, you can have a bunch of different hand positions that you can center//create//kill some hallus. You would just need to control the timing with deathcounts. Although, this is probably a bit advanced and you most likely won't want to take the time to make it. I can explain it in more detail if you want.



None.

Apr 2 2010, 6:25 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

Do you mean this?




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

Apr 2 2010, 8:48 pm Warlord_Master Post #6



yes rockz thats perfect illustration, first how to make the line, i saw in millenium army mini game madness, theres a mini game where u control the head and theres a line of units that create the body following.
2nd) how to make the line go clocwkise and counterclockwise at will....
plz i've looked at the mobile grid at least 10x and am still clueless



None.

Apr 2 2010, 8:51 pm samsizzle Post #7



what you could do is have a unit at the end of the line and order that unit around in a circle while ordering units to and from the center to the unit.



None.

Apr 2 2010, 8:52 pm CecilSunkure Post #8



Ah, he had a unit constantly walking in a circle. Then, he orders units from the center of the circle to go to where the one running along the edges are. Once they get there, he deletes them. This way you get a "curvey" hand circling, and it won't be perfectly straight.

Although, Farty once made a map with the burrowed units like I described in my last post. I can try to find this map for you later tonight if you'd like.



None.

Apr 2 2010, 8:55 pm samsizzle Post #9



Or you could have the center as a crap load of stacked cannons or something and have an enemy air unit rotating around that the cannons shoot at.



None.

Apr 3 2010, 1:34 am ImagoDeo Post #10



Quote from samsizzle
Or you could have the center as a crap load of stacked cannons or something and have an enemy air unit rotating around that the cannons shoot at.

The trouble with that is that there's no way to detect when the player is touching the line of photon blasts.



None.

Apr 3 2010, 5:26 am stickynote Post #11



Yeah there is. Just detect where the phtotons are firing at, then you know where the lu
line of photons are.
Or you could just use lrukers. Lots of stacked lurkers.



None.

Apr 3 2010, 5:43 am rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

So I was working on it, and you can't really make a PRETTY circle, but if you use spider mines explosions, you can make a line of approximately 6*1.5 squares at 30 degree intervals. I don't know a good way to actually ENFORCE that you can't go past the exploding mines.

This is the only way to move the spinning flame trap. If it's immobile, you can use burrowed units to make a perfect circle, and much more accurate.



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

Apr 5 2010, 6:43 pm Warlord_Master Post #13



ok so theres the origin, then theres 12 ,1 ,2 ,3 ,4 ,5 ,6 ,7 ,8 ,9 ,10, 11 o clock. basically for each number, i need to have 5-6 burrowed zerglings for player 9 in a line starting from origin extending to the end point. then i move location of explosion 1-6 onto the burrowed lings by giving, centering, give,centering, then create 6 spider mines and kill 6 spider mines? how to make perfect circle with preplaced units, my hand isnt steady...
Basically my goal is to have a boss that starts at origin with his body, then after 10 seconds, he decides to "Detach His Head" and then proceed to rotate counter clockwise or clockwise, making him rotate is easy but to make a nice line that explodes each time he reaches 12, 1, 2 ,etc...
i've pretty much given up on the concept of 6 air units rotating along the point but plz explain your method rockz



None.

Apr 5 2010, 8:33 pm O)FaRTy1billion[MM] Post #14

👻 👾 👽 💪

Quote from CecilSunkure
Although, Farty once made a map with the burrowed units like I described in my last post. I can try to find this map for you later tonight if you'd like.





TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Apr 6 2010, 12:20 am rockz Post #15

ᴄʜᴇᴇsᴇ ɪᴛ!

So I need one more thing from you. Do you want it mobile or non-mobile? If you like farty's method, it's not mobile.

This would be a mobile circle, a complete bitch to trigger, and would utilize air mobile grids (so no air units can be in the area). Spider mines would be used for the explosive effect, but wraiths could be used for the small red explosion. Mobile grids can work on .5x.5 tiles, so it's not that great (perfect would be .25x.25). As you can see, this one is at 0, 30, 60, 90, 120, 150, 180, 210, 240, 270, 300, and 330. I'm a bit worried that the locations won't be able to detect units, especially near the edge and might be able to just stand there and get hit.



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

Apr 6 2010, 1:35 am Apos Post #16

I order you to forgive yourself!

Just ask farty for his EUD enabler program and you can do all that with only one location and no burrowed units. (You center the location on the unit and then subtract or add to the X and Y coordinate. The only problem is that it won't work if you don't use the program. :bleh:




Apr 6 2010, 3:20 am O)FaRTy1billion[MM] Post #17

👻 👾 👽 💪

Quote from Apos
Just ask farty for his EUD enabler program and you can do all that with only one location and no burrowed units. (You center the location on the unit and then subtract or add to the X and Y coordinate. The only problem is that it won't work if you don't use the program. :bleh:




TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Apr 6 2010, 3:50 am stickynote Post #18



Map farty?



None.

Apr 6 2010, 4:16 am O)FaRTy1billion[MM] Post #19

👻 👾 👽 💪

It uses EUDs to move the location ...

Attachments:
EUD1161MobileGrid.scm
Hits: 11 Size: 38.45kb



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

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[03:08 pm]
Sylph-Of-Space -- woah! nice! thank you!
[2024-5-20. : 4:05 am]
O)FaRTy1billion[MM] -- the setting exists, it's just hidden in a weird place
[2024-5-20. : 4:04 am]
O)FaRTy1billion[MM] -- instead change "Microtile Overlay" to "Impassable"
[2024-5-20. : 4:04 am]
O)FaRTy1billion[MM] -- er, wait, idk why i was looking for height
[2024-5-20. : 4:03 am]
O)FaRTy1billion[MM] -- below the minimap should be a thing that says "Overlay Settings" with a little + button in the corner, press the + to expand it, uncheck Use Defaults, then change "Tile Overlay" to "Height"
[2024-5-20. : 3:57 am]
Sylph-Of-Space -- Unless I'm dum (possible)
[2024-5-20. : 3:57 am]
Sylph-Of-Space -- It would be so so so nice if SCMDraft had some kind of dedicated "walkability" view for the tilesets.
[2024-5-20. : 3:53 am]
Sylph-Of-Space -- :'( dont cry for me cat-gentina
[2024-5-19. : 9:18 pm]
Ultraviolet -- 🔪🐈
[2024-5-19. : 12:34 pm]
NudeRaider -- curiosity kills the cat!
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