Staredit Network

Staredit Network -> UMS Assistance -> grid movement
Report, edit, etc...Posted by Lord-Omega on 2006-11-20 at 11:34:29
ok i dont know how to make this work, i have like 10 locs all 2x2 and making 1 big square, how do i make it that a netrual unit is there then u move a unit at a control box and makes that unit with a trail move around??? like a ling and then a trail of crystals?
Report, edit, etc...Posted by MicAarZur on 2006-11-20 at 14:39:22
What kind of square are you making with 10 locations?
Report, edit, etc...Posted by Shadow181 on 2006-11-21 at 00:28:16
dude... you must me like a noob map maker or something:
Trigger
Players:
¤ Active Player
Conditions:
¤ Bring: the Unit, 0, to A
Actions:
¤ Create: Marking Path Unit, 1, at A
¤ Move Location: move A, to Unit
¤ Preserve Trigger

Report, edit, etc...Posted by Lord-Omega on 2006-11-21 at 19:10:35
ok.... and that means what in english? and no im njot a noob mapmaker, i just havent tried doing grid movements ever

ADDITION:
ok i think you dont understand what i want so look at this...

user posted image
this would be the grid, we'll say i have a dragoon at A1 ok....

user posted image
this will be the controll box and you have a ling in the middle, each circle is like a location...

1 ling moves up, lings is put back in mid of CB(controll box) and dragoon isnt orders to move, but its constantly moving up except thers no more grid so it stays put.

2 ling goes right, dragoon starts moving 1 box at a time to the right, ling is back in mid of CB

3 ling move to bottom of CB and dragoon goes 1 box at a time downward...

ok you see what i want to do now?
Report, edit, etc...Posted by Urmom(U) on 2006-11-21 at 19:27:22
Use mobile grids to center on burrowed lurkers.
Report, edit, etc...Posted by Lord-Omega on 2006-11-22 at 10:59:25
thats not realy what i want.... and that doesnt give a realy great explanation on what to do
Report, edit, etc...Posted by fritfrat(U) on 2006-11-22 at 14:21:56
Lord, I'll explain Urmom's idea for you (and modify it a little), it'll work great. Make a burrowed lurker (P9 in this example, any works) under each square you want it able to move to.

This only works if there are no air units overhead. If you want the ability for air units to fly overhead, you can just use the burrowed lurkers and give them to another player and back instead of creating air units and removing them. This just becomes a pain near the edges; you'd either have to create an extra row on each edge that they can't move to (just place burrowed defilers and make it a condition that to move there there must be 0 zerg defilers as well as 1 burrowed lurker), or do the triggers differently when against the edges, since you wouldn't have to give as many lurkers to make a certain direction work.



Move Right Trigger1

Conditions: Current player brings 1 zling to (move right area).

Actions:
Center location (6x6) on dragoon.
Create 9 Zerg Overlord for player X at (6x6). (Which player 1-8 doesn't matter. See bottom**)
Remove 7 Overlord for player X at (6x6).
Center location (2x2) on overlord owned by player X
Remove 2 Overlord for player X (6x6).
Set Switch R.
Preserve Trigger.


Trigger2
Conditions:
Switch R is set
Player 9 brings atleast 1 lurker to 2x2.

Actions:
Move all zergling at (move right area) to (control box).
Center location (2x2) on zerg lurker owned by player 9 at (2x2).
Move(or Order Move) all dragoon for (owner) at (6x6) to (2x2).
Clear Switch R.
Preserve Trigger.


Trigger3
Conditions:
Switch R is set
Player 9 brings exactly 0 lurker to 2x2.

Actions:
Move all zergling at (move right area) to (control box).
Clear Switch R.
Preserve Trigger.



For moving left, remove 1 overlord. Moving down, remove 3. Moving up, remove 5.

If anyone sees any mistakes I made, point them out. The idea works, but I'm not positive I wrote it right. And oh, nice pictures to explain the problem, Lord.

**The issue with this would be that if you create the overlords for Current Player or a player you have vision to, you would gain vision of what the overlords see, possibly even the burrowed lurkers.
Report, edit, etc...Posted by Lord-Omega on 2006-11-23 at 17:15:20
ok kewl i think i get it... do i have to use overlords? can i use observers?

ADDITION:
and what about the overlords that arnt removed?
Report, edit, etc...Posted by fritfrat(U) on 2006-11-23 at 22:28:59
You can use any unit that is 2x2; devourers and mutalisks especially. I personally used science vessels in my Stratego map that used a system like this, but they are removed in a different order and you must recognize that if you decide to use science vessels.

And the Remove 2 Overlord was basically meant to imply "remove the rest of the overlords." My bad for not specifying to change this as you changed the number removed in the first half of the trigger for different directions.
Report, edit, etc...Posted by Lord-Omega on 2006-11-24 at 17:19:56
ok thx, but i used that system and everything and i have problems with going up and down, when i try to go up twice in a row, the dragoon goes up 1, then back down, but if i go up, right, up, it works fine..., then then when i try and go down, it goes up.... and do i have to use a luker?
Report, edit, etc...Posted by fritfrat(U) on 2006-11-24 at 20:39:59
I'm thinking that if there is a problem, it may be on that the dragoon may not always be in the center of the square. Instead of centering the 6x6 location on the dragoon, try centering the 2x2 location onto the dragoon, and then center the 6x6 location on a zerg lurker owned by player 9 at 2x2.

You can try units other than lurkers and see if they work, too.. I just know and have tested that lurkers work for overlords centering on them. Be sure you place them using scmdraft or starforge, using a grid.
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