I seriously doubt anyone will find this system useful but me, so I never posted it before.
Imagine you have two locations A and B which overlap. You can use these to make three triggers:
Player brings a unit to Location A.
Player brings a unit to Location B.
Player brings a unit to Location A and Location B.
This is a rather basic example but using this system you could have 65,000 different "bring" conditions with only 255 locations. The practical applications are limited based on what your map is although when you have options the player can activate, this becomes absurdly useful if you need to save units. Using "one location" methods to center locations on burrowed units is a good example of an alternative system that may use too many units. This system does not allow you to move locations however, it just lets you detect if a unit is at a number of different places, more so than the number of locations being used.
If the area is 3x3, 5x5, 7x7, etc. then number of places you can detect is equal to the number of locations minus one squared: (n-1)^2. If it is 4x4,6x6,8x8, etc. then the number of places you can detect is equal the number of locations squared: n^2. This formulas don't always hold true, it really depends on where the unit being detected can be moved to. If a unit must be touching at least one of the options at all times then detecting 25 places and 36 places would require the same amount of locations.
Oh yea, I remember you telling me about this system with the funny LOL accronym. Seems like you are the only one to find use for it so far in your map though. And PCFredz, my map placed coordinates, Shmidely's finds coordinates. You could use the two systems to work in conjunction with each other though.
Okay I actually made an example map because someone asked.
Unique OverlapsOnly the top row in the map works, the bottom row doesn't have any triggers for it.
Ok, so here's a sort of function you can go by for how this improves life.
3 locations can cover a 2x2 grid, or where four locations would take up.
5 can cover a 3x3 grid, or where 9 would take up.
the pattern goes as such.
3=4
5=9
7=16
9=25
((the output of the last number - the output of the number previous to it +2) - the square root of the output of the last answer)^2
So for 11,
((16 - 9+2)-16^(1/2))^2 = 36
To find the number of locations used, simply use the first part of the equation. So (16 - 9+2) = 11
Basically this gets some rather large numbers. (I got 10,000 grid spots for 199 locations, and quit after that.)
This can only be used for detection though, so it limits the capabilities, but nice find.
Rantent your functions are wrong. If you have a 5x5 or a 6x6 grid you can cover it with six locations. The entire map can be covered with all 255 locations.
A single location is represented by a block of O's
O O O X X --- X O O O X --- X X O O O
O O O X X --- X O O O X --- X X O O O
O O O X X --- X O O O X --- X X O O O
O O O X X --- X O O O X --- X X O O O
O O O X X --- X O O O X --- X X O O O
O OO O O -- X X X X X --- X X X X X
O OO O O -- OO O O O -- X X X X X
O OO O O -- OO O O O -- O O O O O
X X X X X --- OO O O O -- O O O O O
X X X X X --- X X X X X --- O O O O O
You can use the same amount of locations to do a 6x6 but I don't have time to diagram it right now.
i kind of used this in my map 'Blood Defense'
Lol, true I was only thinking two overlaps maximum.