Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Outsider on Grid System
Outsider on Grid System
Jul 30 2008, 6:34 am
By: Bolshevik  

Jul 30 2008, 6:34 am Bolshevik Post #1



Yes yes i know there is a lot discussion going on about grid systems and i understand how they work (x and y) But now I'm thinking beyond the basics if you will, and now moving into what you might call more than one grid system. Interested in grid systems, i thought of maybe an idea to where you have a Zealot with X and Y locations centered on it and a Terran Wraith floating about 5 [1x1]'s diagonally up/left of the Zealot

(there's an image to help)
Now i have where 5 units (Medic, Ghost, Marine, Civilian and firebat) on two X and Y slots, they move to where the X and Y centers on the Marines. Now i have it where "OB X" and OB Y" (red and green boxes) always center on the medics so that about 5 [1x1]'s diagonally up/left of the Zealot they intercept, yes this might be confusing!
My question is, what would be the easiest way to keep that Terran Wraith centered in that "OB X" and OB Y" interception area?
The basic picture would be, a Zealot with a Terran Wraith always floating in the same spot right by it

And now i just looked at the maplantis "mobile grid system," is this what they are talking about?

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Post has been edited 1 time(s), last time on Jul 30 2008, 6:43 am by Bolshevik.



None.

Jul 30 2008, 8:28 am Kaias Post #2



Mobile grid system doesn't involve coordinates at all, and if you don't have tons of air units you can make a reliably accurate grid and make exactly like you want.

To quickly explain mobile grids, you make a grid of units i.e:
X X X
X X X
X X X
Where you want and center on the unit where you want the location. The primary purpose is offsetting a location off another, which is exactly what you are looking for.

If you want to really get into coordinate stuff, look at some of what people were trying to explain in this topic http://www.staredit.net/76495/



None.

Jul 30 2008, 11:15 am Clokr_ Post #3



Quote
Mobile Grids
A Mobile Grid is a grid system that utilizes the formation of certain units created in perfect squares. After the placement of such units, the Modular Grids technique is used, except usually with a large number of locations for each unit in the grid, and the units are removed. This is done continuously at a very fast rate so that the units created a moving location will move with the target unit, thus moving the grid with the unit. Mobile Grid is an example map to demonstrate how to prefectly move a unit ( in this case ordering a Zerg Ultralisk ) in a 2x2 box with all 8 possible moves.
From http://www.staredit.net/wiki/Grid_Systems.


So you can recenter a location in any of the spawned mutalisks allowing you to change the coords of the location 'Focus' in ±1 for X and Y. Repeating the grid you can move the location relatively from where it was any amount of coordinates.



?????

Jul 30 2008, 3:00 pm Falkoner Post #4



You'd want to use a mobile grid off of another mobile grid, in other words, you create a grid like this:
. .C C O
X x B C
X x x C
X X X

x=overlapping on grid
X=first grid
C=second grid
B=First location
O=final location

You would make a normal grid, then get a location centered on the top left one, remove all the rest of the units, then make another grid starting at that location and center a location on the top left of that grid, then create the wraith there.



None.

Jul 30 2008, 4:06 pm Bolshevik Post #5



Quote from Falkoner
You'd want to use a mobile grid off of another mobile grid, in other words, you create a grid like this:
. .C C O
X x B C
X x x C
X X X

x=overlapping on grid
X=first grid
C=second grid
B=First location
O=final location

You would make a normal grid, then get a location centered on the top left one, remove all the rest of the units, then make another grid starting at that location and center a location on the top left of that grid, then create the wraith there.

Yes yes i think this is the main concept i am trying to describe, two grids connected moving with each other, if i wanted to actually make 4 wraiths in each diagonal corners then i would have to make 4 grids off of my main grid, right?



None.

Jul 30 2008, 5:22 pm Ahli Post #6

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Bolshevik
if i wanted to actually make 4 wraiths in each diagonal corners then i would have to make 4 grids off of my main grid, right?

center location A on the target unit
create 8 devourer for p1 in A
create 1 devourer for p2 in A
center location B on devourer by p2 in A (A is not to small)
remove 1 devourer for p2 in A
create 1 wraith for ... in B

remove 1 devourer for p1 in A
give 1 devourer from p1 in A to p2
center location B on devourer by p2 in A (A is not to small)
remove 1 devourer for p2 in A
create 1 wraith for ... in B

remove 3 devourers for p1 in A
give 1 devourer from p1 in A to p2
center location B on devourer by p2 in A (A is not to small)
remove 1 devourer for p2 in A
create 1 wraith for ... in B

remove 1 devourer for p1 in A
center location B on devourer by p1 in A (A is not to small)
remove 1 devourer for p1 in A
create 1 wraith for ... in B

->
W o W
o H o
W o W

o = space
H = target (ground unit)
W = Wraith




Jul 30 2008, 5:40 pm Bolshevik Post #7



and the conditions?
and preserve trigger right?

Just making sure :crazy:



None.

Jul 30 2008, 6:35 pm Falkoner Post #8



It should all happen in the same trigger loop, so the units are created and removed, and if you wanted the wraith to always be there, just center a tiny pixel location on your unit, and when he leaves the location, recenter it on them and do the grid again, rather than doing it constantly, which would cause your unit to move slowly and create lag.



None.

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