K i am doing a trigger like this
player 1
player 1 brings anyunit to "location"
center location "location" on player one at "location"
preserve trigger
and this works fine when I'm using a 1x1 location i was just wondering if there's anyway to use a 0x0 location because i need a smaller location for some reason when i use the 0x0 it doesn't work is it just too small? please help
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A 0x0 location does not exist; setting a location to 0x0 is how StarEdit/StarCraft determines an unused location. I believe that to be true with a location where any dimension is 0.
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No it sure works.... like it will do everything i want it to do... but center location preserve... it will give a unit to another player but the second i want it to stay on a unit it does not work...
None.
O.o? I've never heard of it working. ... But a 0 location
is an unused location. I don't much feel like looking at the move location trigger right now, though.
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!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
No it sure works.... like it will do everything i want it to do... but center location preserve... it will give a unit to another player but the second i want it to stay on a unit it does not work...
it works, doesn't a 0x0 location with a wav trigger simulate footsteps??
back to your problem; make "Options -> Locations -> No Snap" and make it very small
Please report errors in the Staredit.Network forum.
Most people use a 1x1 cell location usually for footsteps.
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-- Updated as of December 2021 --
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
Ok, we have to differentiate here. There's 1x1 block locations (=32x32 pixels) and there's 0x0 block locations (=1x1 pixels).
So, if you want a location always centered on a unit, use the smallest location possible (1x1 pixels), your triggers above
and hypertriggers!When you're not using hypertriggers the trigger loop is 2 seconds which is enough for the unit to escape the 1x1 pixel, so there's no unit in there to center on when the recenter trigger fires.
But if you're using very small or very fast units even with hypertriggers you can escape the 1x1 pixel once in a while if the trigger loop comes the wrong time. In this case you have to enlarge your location a little (say 10x10 pixels) and you can do that - as devo already said - by disabling the snap to grid, or by entering the coordinates manually in the location properties dialog.
But keep in mind, that increasing the location size holds the risk that the location might jump onto another same unit by the same player if next to each other.
So to summarize, there's nothing wrong with your trigger, but you need hypertriggers. Depending on what unit you're following you need to increase location size a little.
Btw. pls don't use the trigger template. It's still bugged.
just throwing this out there, a 0x0 pixel location is entirely useless because it has 0 space, i'm sure a 1x1 location would work just as well :S
None.
1x1 Pixel location, gogogo
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Nothing is smaller than 1x1.
None.
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
Why did I just make an elaborated post to eliminate the confusion about locations?! Care to read anyone?
I recall being able to use 0.5 x 0.5 locations, but I never knew you could use a 0 x 0..
None.
0x0 = 0 pixels. 1x1 = 1 pixel.
I don't know who came up with the name 0x0...
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