Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Grid System Help
Grid System Help
Apr 27 2008, 5:21 am
By: Brontobyte  

Apr 27 2008, 5:21 am Brontobyte Post #1



I want to do something similar to what was done in AngelFarto's Tron Lights map. I want to be able to move a Protoss Interceptor left or right. I know how to physically move it using AI scripts. I wanted to know what would be the best type of grid system to do this. I need it to be 100% accurate. If you have ever played his Tron map, you will notice that the interceptor is not exactly moving in 1x1 grids. If you move from the top to the bottom, straight, you might end up 1-2 tiles over left or right from when you started. I was thinking about doing a Mobile Grid, but it would require air units. (I'm not sure how to do it, if it even can be done, with ground units) Farto used a Coordinate grid system with uses and X and a Y location that is centered over a unit. If this is the best way to do what I'm looking for, I would also need to know how to use it.

Thanks! :D



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Apr 27 2008, 1:07 pm Falkoner Post #2



As long as you are not using the interceptors close to any implaceable terrain, you can use a ground unit grid, this has a map called Grid Tutorial in it that shows how to do a ground, and an air grid.



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Apr 27 2008, 2:34 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

You can stick to a coordinate grid system just make sure your x/y axis locations are small enough never to overlap to the unit on the next coordinate.




Apr 27 2008, 6:38 pm Brontobyte Post #4



Thanks Falkoner for posting those maps (.zip) I have created a small map that is just like Tron, in terms of moving an air unit using a coordinate grid. I made an easier way then what AngelFarto used. His was complicated and weird. All I did was I had a Death Counter set to 4 when the game starts. If you create a Medic (C) you add 1 to the count. If you create a Marine (M) you subtract one to the count. The counts would also be a condition for the move triggers. IE: Player 1 has suffered exactly A deaths of DC: Turn Actions: Order to move to location move. Then I ran into a problem. Negative counts, 0 counts, and counts too high. So I made a few (8) triggers that would set the count back to a normal count. IE: 1=Left 2=Up 3=Right 4=Down. Then I would have the triggers say something like Player 1 has exactly 1 deaths of DC: Turn. Actions: Set death counts for Player 1 to 5. So on and so forth.

Here are the total moves

1-5-9 = Left
2-6-10 = Up
3-7-11 = Right
4-8-12 = Down

This all works fine. The only problem is when you make too many units or something. The corsair just stops. You have to order it manually to where ever then it returns to the normal process. Its not a wait block. I have the total moves all equal the middle one. IE: 1=5 ; 9=5. I have it set to add, subtract and set the ore to the death counts. I plan on uploading it ~later tonight. Thanks! :D



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