Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Mobile Grid Help
Mobile Grid Help
Apr 5 2011, 5:52 am
By: ScaleMatrix  

Apr 5 2011, 5:52 am ScaleMatrix Post #1



Ok. I started Mobile Grids yesterday with the 9 units and managed to get it to spawn a sqaure box of tanks, and took me about an hour and 30 to get it right. Well Before I got it right I ran into a problem that I'm trying to figure out but don't quite understand. I went to the Wiki to see how it works but what happened with the trigger confused my understanding of how the Trigger Cycles work.

?-Did not appear

What happened was that my First row of 3 had the 3rd Devourer spawning off to the lower right until I put a wait(1) in and it fixed it.

?<---3rd Devourer appeared here after wait(1) was put in
2
1
...3<---3rd Devourer Appeared here before wait(1) was put in
Then I made 4 more just fine and they didn't even use the wait(1) for every 2. But as soon as I get to the 9th Devourer and the 5th Devourer to complete the sqaure, the 9th is off in the lower right corner away from the rest. When I put the wait trigger(1) in for the 9th it caused the 5th one not to appear.


3 4 7
2 6 8
1 5 ? <--9th appeared here after wait(1) was put in
........9<---9th Devourer Appeared here before putting in wait(1)

3 4 7
2 6 8
1 ? 9 <----5th Devourer Did Not appear at all after putting in the wait(1) for the 9th Devourer
...^5th devourer didn't even appear until both had wait(1).

Well then I did the next thing I thought to do, I put waits for both of them and finally I ended up with a Sqaure around the unit. Well thats fine and dandy but the problem is I'm not understanding what was going on with the Trigger cycles between those wait triggers. I first thought it was every 2, but then there was the set of 4 without a single wait trigger and then the 2 that both needed individual wait(1)'s. Can someone please help me with this concept?



None.

Apr 5 2011, 6:09 am nico141 Post #2



its more easy if u explain what you whant do, cuz there are to many forms to do mobile grids,i just make 9 devourers

1 4 7
2 5 8
3 6 9

thats suppose how it will die if u use kill trigger
if u whant make a square of tanks jut do this

form 1
Quote
move location "X" to any devourer for "Y" at anywhere
remove 1 devourer at "X" for "Y"
Create 1 tank for "Y" at "X"
Repeat that 4 times
now just jump devourer nš 5

form 2
Quote
move location "X" to any devourer for "Y" at anywhere
remove 1 devourer at "X" for "Y"
and repeat the Form 1, 4 times more

And you will have a square of tanks!!

Note: REMEMBER USE REMOVE



None.

Apr 5 2011, 6:31 am CecilSunkure Post #3



Hold on. I'm trying to nail down legacy data.



None.

Apr 5 2011, 7:48 am DevliN Post #4

OVERWATCH STATUS GO

http://www.staredit.net/?p=oldwiki&s=29



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Apr 5 2011, 2:49 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

7 6 5
8 1 4
9 2 3

That's the order that devourers are created when you create 9, or 1 every trigger cycle. There is an offset glitch which makes the square not a perfect square if your location is not exactly on a fine grid.

I recommend that if you want 8 tanks around a center location, you do this:

1) Create 9 devourers.
2) Center a location around a devourer, remove it, and create a tank
3) Repeat 2) 4 more times (5 total)
4) Remove 1 devourer (this will be the center devourer)
5) Repeat 2) 3 more times.

If you want to get rid of the offset glitch, then before creating the 9 devourers:
Create 2 devourers
Center a location around a devourer, remove both devourers.
Create 6 devourers at the new location, center a location around a devourer, and remove all 6 devourers.
Now create your 9 devourers for your grid at the new location.

I'm pretty sure this can all be done in one single trigger as well. I made an example map using observers and scourges, but I haven't uploaded it yet.

Post has been edited 1 time(s), last time on Apr 5 2011, 3:55 pm by NudeRaider. Reason: clarified the process. Hope I got the steps right. ;)



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

Apr 5 2011, 5:49 pm CecilSunkure Post #6



Here's an image of the order in which creating devourers would come, it also shows the order in which they would be removed with a death animation.



A remove command will remove the leftmost Devourer. If there are multiple Devourers with the same X coordinate, it will remove the one last modified first. So you can take advantage of this and put a location onto a Devourer, then remove it, and repeat. If you understand the order in which the Devourers will be removed you can set up a 3x3 grid of locations anywhere on the map instantly :)

Hope that helps!



None.

Apr 5 2011, 8:53 pm TiKels Post #7



Quote
REMEMBER USE REMOVE
I felt it necessary to reiterate this point. You should always use Remove Unit as opposed to Kill unit for mobile grids. Always.



"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 5 2011, 9:33 pm ScaleMatrix Post #8



I looked off the wiki before I even attempted the Mobile Grid, just to make sure I knew what I needed to do. And I do use the Remove trigger to remove the Devourers before hand

Now already I understood the order in which it creates the devourers and the order in which it kills them off. And I even managed to spawn the Tanks in a sqaure fashion before making this using the removes and the Grid. Its nice and all but I'm having trouble understanding what went on with the 3rd,9th and 5th Devourers.

?
2
1
...3 <---Why did this appear here and not at "?". I removed 2 Devourers that should have made the location center on the 3rd devourer instead it appeared down there until I added 1 wait trigger(1Millisecond).


3 4 7
2 6 8
1 5 ?
.......9<---Why did this appear here instead of at "?". I removed 8 devourers which should have centered the location on the 9th one instead it appears way down here until I added another wait trigger(1Millisecond)

3 4 7
2 6 8
1 ? 9 <---But then the 5th one stopped appearing completely. I removed 4 devourers which should have made it appear there instead after the wait(1) in the 9th it completely dissappears until I add another wait trigger(1Millisecond) for this one and finally they all appear in a complete 3x3.

What I'm truely asking is why did it do this? Why did I need that wait(1) only once for the 1st and 2nd devourers, didn't need it at all for 4th-8th and why did I need two individual ones for the 9th and 5th. Its mainly because I have it working, I just want to truely make sure I'm understanding whats going here and I'm seriously not getting what happened on those 3 different situtations, if you want to see the code here it is.

Trigger
Players
  • Player 7
  • Conditions
  • Switch 01 is set
  • Actions
  • Clear Switch 01
  • Create 9 Zerg Devourer for Current player at "Tracker"
  • Center location "Y Step" on Zerg Devourer for Current player at anywhere
  • Remove all Zerg Devourer for current player
  • Create 1 Terran Siege Tank(Siege mode) for player 1 at "Y step"
  • Create 9 Zerg Devourer for Current player at "Tracker"
  • Remove 1 Zerg Devourer for current player at anywhere
  • Center location "Y Step" on Zerg Devourer for Current player at anywhere
  • Remove all Zerg Devourer for current player
  • Create 1 Terran Siege Tank(Siege mode) for player 1 at "Y step"
  • Wait 1 Millisecond
  • Create 9 Zerg Devourer for Current player at "Tracker"
  • Remove 2 Zerg Devourer for current player at anywhere
  • Center location "Y Step" on Zerg Devourer for Current player at anywhere
  • Remove all Zerg Devourer for current player
  • Create 1 Terran Siege Tank(Siege mode) for player 1 at "Y step"
  • Create 9 Zerg Devourer for Current player at "Tracker"
  • Remove 3 Zerg Devourer for current player at anywhere
  • Center location "Y Step" on Zerg Devourer for Current player at anywhere
  • Remove all Zerg Devourer for current player
  • Create 1 Terran Siege Tank(Siege mode) for player 1 at "Y step"
  • Create 9 Zerg Devourer for Current player at "Tracker"
  • Remove 6 Zerg Devourer for current player at anywhere
  • Center location "Y Step" on Zerg Devourer for Current player at anywhere
  • Remove all Zerg Devourer for current player
  • Create 1 Terran Siege Tank(Siege mode) for player 1 at "Y step"
  • Create 9 Zerg Devourer for Current player at "Tracker"
  • Remove 7 Zerg Devourer for current player at anywhere
  • Center location "Y Step" on Zerg Devourer for Current player at anywhere
  • Remove all Zerg Devourer for current player
  • Create 1 Terran Siege Tank(Siege mode) for player 1 at "Y step"
  • Wait 1 Millisecond
  • Create 9 Zerg Devourer for Current player at "Tracker"
  • Remove 8 Zerg Devourer for current player at anywhere
  • Center location "Y Step" on Zerg Devourer for Current player at anywhere
  • Remove all Zerg Devourer for current player
  • Create 1 Terran Siege Tank(Siege mode) for player 1 at "Y step"
  • Wait 1 Millisecond
  • Create 9 Zerg Devourer for Current player at "Tracker"
  • Remove 4 Zerg Devourer for current player at anywhere
  • Center location "Y Step" on Zerg Devourer for Current player at anywhere
  • Remove all Zerg Devourer for current player
  • Create 1 Terran Siege Tank(Siege mode) for player 1 at "Y step"
  • Preserve Trigger




  • None.

    Apr 5 2011, 9:46 pm CecilSunkure Post #9



    You're going about this wrong. Do this:

    Create 9 locations, labeled 1-9. Assuming you have a location called "hero" on your unit, use the following trigger idiom. I am also assuming you want your locations 1-9 set up on a point on the map like this:
    Mobile Grid End Location Placement
    1 2 3
    4 5 6
    7 8 9


    Trigger idiom:
    Conditions
    Anything you want.

    Actions
    Create 9 devourers at location hero.
    Center location 7 onto devourer.
    Remove devourer at location 7.
    Center location 4 onto devourer.
    Remove devourer at location 4.
    Center location 1 onto devourer.
    Remove devourer at location 1.
    Center location 2 onto devourer.
    Remove devourer at location 2.
    Center location 8 onto devourer.
    Remove devourer at location 8.
    Center location 5 onto devourer.
    Remove devourer at location 5.
    Center location 3 onto devourer.
    Remove devourer at location 3.
    Center location 6 onto devourer.
    Remove devourer at location 6.
    Center location 9 onto devourer.
    Remove devourer at location 9.


    Remember, the order you remove and place locations is a little quirky because of: http://www.staredit.net/288868/



    None.

    Apr 5 2011, 10:22 pm ScaleMatrix Post #10



    So wait. The trigger itself requires Many Locations to preform acurately? Cause I did that and it works, but how do I remove the Middle one without the 8th one spawning in its place like this.

    1 2 3
    4 X 6
    7 8 9

    X= Unit



    None.

    Apr 5 2011, 10:23 pm CecilSunkure Post #11



    Quote from ScaleMatrix
    So wait. The trigger itself requires Many Locations to preform acurately? Cause I did that and it works, but how do I remove the Middle one without the 8th one spawning in its place like this.

    1 2 3
    4 X 6
    7 8 9

    X= Unit
    Only if you want one location on each of the 9 spots. You can do whatever you want with those 9 locations once they are placed.

    If you don't wany anything in the middle spot, then just don't do anything with location number 5 after you remove the devourer.

    Post has been edited 1 time(s), last time on Apr 5 2011, 10:29 pm by CecilSunkure.



    None.

    Apr 5 2011, 10:23 pm DevliN Post #12

    OVERWATCH STATUS GO

    Yes. The point is that you need 1 location per square on the grid, and 1 location around the unit.



    \:devlin\: Currently Working On: \:devlin\:
    My Overwatch addiction.

    Apr 5 2011, 10:29 pm ScaleMatrix Post #13



    Holy. Thats alot of locations especially for that one thing, but nice.

    I tried not doing anything with it and the 8th one just spawns in its place so I get this instead

    1 2 3
    4 8 6
    7....9



    None.

    Apr 5 2011, 10:32 pm CecilSunkure Post #14



    Quote from ScaleMatrix
    Holy. Thats alot of locations especially for that one thing, but nice.
    Alternatively you could use the same location to remove all the Devourers, but that requires you to do whatever action you want the grid to achieve after each Devourer removal, because the location will cycle through all 9 Devoureres one at a time.



    Look at that image. Imagine that for each Devourer killed, you instead put a single location on it (called location 1) and removed the Devourer. Just before you remove the next Devourer, you do whatever action you want the grid to do at Location 1. For example you want to spawn 8 units around the "hero" unit, you then cycle through all the Devourers with Location 1 and spawn those units EXCEPT when Location 1 is over the hero unit. This requires only 1 location (assuming you can move Location 1 onto the Hero unit, as in the hero unit is the only one of it's kind on the map).



    None.

    Apr 5 2011, 10:32 pm DevliN Post #15

    OVERWATCH STATUS GO

    Its only 10 locations. :/

    How big is your location around the hero unit?



    \:devlin\: Currently Working On: \:devlin\:
    My Overwatch addiction.

    Apr 5 2011, 10:36 pm ScaleMatrix Post #16



    Ah I see then.

    The location around my hero unit is very small, its one small Sqaure.
    The Other locations are Dots in comparsion.

    So I don't make 9 devourers every single time, I just make the location remove the devourers one by one in order with no waits and no additional creations of devouerers.



    None.

    Apr 5 2011, 10:38 pm NudeRaider Post #17

    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

    You need only 1 location:
    Quote
    2) Center a location around a devourer, remove it, and create a tank
    This is always the same location. You center it on a devourer, create the tank at that place, then center on the next devourer, etc.




    Apr 5 2011, 10:40 pm DevliN Post #18

    OVERWATCH STATUS GO

    You want to do what Cecil suggested:
    Code
    Create 9 devourers at location hero.
    Center location 7 onto devourer.
    Remove devourer at location 7.
    Center location 4 onto devourer.
    Remove devourer at location 4.
    Center location 1 onto devourer.
    Remove devourer at location 1.
    Center location 2 onto devourer.
    Remove devourer at location 2.
    Center location 8 onto devourer.
    Remove devourer at location 8.
    Center location 5 onto devourer.
    Remove devourer at location 5.
    Center location 3 onto devourer.
    Remove devourer at location 3.
    Center location 6 onto devourer.
    Remove devourer at location 6.
    Center location 9 onto devourer.
    Remove devourer at location 9.

    As long as this runs constantly, you will always have the grid around your hero unit.



    \:devlin\: Currently Working On: \:devlin\:
    My Overwatch addiction.

    Apr 5 2011, 10:42 pm CecilSunkure Post #19



    Quote from DevliN
    You want to do what Cecil suggested:
    Code
    Create 9 devourers at location hero.
    Center location 7 onto devourer.
    Remove devourer at location 7.
    Center location 4 onto devourer.
    Remove devourer at location 4.
    Center location 1 onto devourer.
    Remove devourer at location 1.
    Center location 2 onto devourer.
    Remove devourer at location 2.
    Center location 8 onto devourer.
    Remove devourer at location 8.
    Center location 5 onto devourer.
    Remove devourer at location 5.
    Center location 3 onto devourer.
    Remove devourer at location 3.
    Center location 6 onto devourer.
    Remove devourer at location 6.
    Center location 9 onto devourer.
    Remove devourer at location 9.

    As long as this runs constantly, you will always have the grid around your hero unit.
    Yeah this is the easiest. And you are right, you create the Devourers once, then remove them one by one. If you have this trigger constantly running the 9 locations will always be on your unit. Then whenever you want to create a cool effect you can just create some units at locations 1, 2, 3, 4, 6, 7, 8, and 9. Or perhaps you want to create units just in the corners around your hero? Create a unit at locations 1, 3, 7, and 9.



    None.

    Apr 5 2011, 10:50 pm ScaleMatrix Post #20



    Yup. I managed it with the 9 locations, and I managed to do it with the 1 location. Also I found out what I did wrong when I did the 9 the second time.
    1 2 3
    4 X 6
    7 8 9
    I Forgot that It gos 2 then 8 then 5. I had it set up to do 2 then 8 was removed because I mistook it for 5 and then it went to 5 which was still set to spawn. I fixed it and got the Siege tanks to spawn around the unit correctly.

    Ok. Thank you all very much for helping me with this problem, I don't think I would have gotten this without your help.



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