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Staredit Network -> UMS Assistance -> Perfect Grid System
Report, edit, etc...Posted by greenreaper on 2004-11-03 at 23:03:01
What are the triggers to the perfect grid system? I already checked the zergling method...and that works BUT I'm using an air unit so i need air units to make grid system. The current grid system I'm using is pretty glitchy...
Report, edit, etc...Posted by SiLeNT(U) on 2004-11-04 at 00:50:44
What do you mean by grid system, do you mean like the one I did on RC Challenge?
Report, edit, etc...Posted by LegacyWeapon on 2004-11-04 at 15:10:01
What grid system?
You mean SaLaCiouS(U)'s?
or Tuxedo Templars'?
Zergling Method? huh.gif
Report, edit, etc...Posted by Paella on 2004-11-04 at 15:30:37
Yes silent he is referring to that one. Search the tutorials database, there is one on the different systems there.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-04 at 15:31:23
Are you talking about centering a Zergling under the unit and having the four locations to find out their location at all times, or something else? Else just replace with like an Observer or something, although that will always be a little off.
Report, edit, etc...Posted by greenreaper on 2004-11-04 at 19:24:09
No, I'm talking about centering 4 locations AROUND a unit...one on left side..right side...upper side...and bottom side. The "air units" method isn't working for me right now..and yes Artanis, like your RC challenge map. Could you tell me those triggers? Thanks in advance.
Report, edit, etc...Posted by SiLeNT(U) on 2004-11-04 at 19:46:18
I basically used the map that Death made and made some much-needed improvements to his system, his map can be downloaded here.
Report, edit, etc...Posted by greenreaper on 2004-11-04 at 20:22:11
Hmmm...I've been basically using that system. It's almost perfect EXCEPT for that when you try to move left is moves sort of left diagonal pinch.gif . How would you fix that? confused.gif
Report, edit, etc...Posted by SiLeNT(U) on 2004-11-04 at 22:49:42
Ok, I forget, what unit does it create on the left side, I realized that the unit that was being created on the left side didn't match up to the sizes of all the other units, change it and it shud work.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-04 at 22:53:20
SetDeaths(CurrentPlayer, Add, 100, # SHOT DIRECTION #);
CreateUnit(9, Science Vessel, [POINT], CurrentPlayer);
RemoveUnitAtLocation(7, Science Vessel, CurrentPlayer, Anywhere);
MoveLocation([POINT], Science Vessel, CurrentPlayer, Anywhere);
RemoveUnit(Science Vessel, CurrentPlayer);
CreateUnit(9, Battlecruiser, [POINT], CurrentPlayer);
RemoveUnitAtLocation(3, Battlecruiser, CurrentPlayer, Anywhere);
MoveLocation([POINT], Battlecruiser, CurrentPlayer, Anywhere);
RemoveUnit(Battlecruiser, CurrentPlayer);
PreserveTrigger();
Comment("");

This seems to be Tux's method for moving directly east smile.gif

edit - South east.
Report, edit, etc...Posted by Tuxedo Templar on 2004-11-05 at 00:17:02
No that's south west I believe. I know the 9/3 BCs are down, and 9/7 SVs (or Overlords) is east.

I can give you the full list if you want (don't remember it too well off the top of my head, though).
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-05 at 00:38:36
I never researched that stuff enouth to get all that down so well. lol Legacy Weapon don't you ever make triggers for yourself?
Report, edit, etc...Posted by .Coko[CK] on 2004-11-05 at 10:48:06
Why make triggers for yourself when they are on offer, sure improvements aside...
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-05 at 12:52:50
Because copying triggers without understanding doesn't improve your skill in the slightest.

Copying triggers is easy and requires no thought Comming up ideas for triggers requires thought but it less difficult than actually making the triggers. If all you do copy triggers you won't know how to edit them to work the way you want them too.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-05 at 14:49:10
Why bother thinking up your own triggers when you can look up it on Tux's map eh?
I know how the triggers work otherwise how would I have found this trigger eh?

Edit - Just because Bolt implied that I should experiment myself with the directional movement, I made this grid movement map.

Marine - Up
Medic - Down
Firebat - Left
Ghost - Right
Report, edit, etc...Posted by Lisk on 2004-11-06 at 07:36:28
making a trigger is rather easy.
making complex working together triggers is hard :/
Report, edit, etc...Posted by da shibsta on 2004-11-06 at 10:19:27
dang man, that is confusing, do u have to make a a 1x1 location 96x96 times, if it were 96x96 map? dang man, i wouldnt waste my time, unless the map is gonna be like awsome
Report, edit, etc...Posted by LegacyWeapon on 2004-11-06 at 11:05:32
It only requires 1 location for the movement.
2 for the order and movement.
Report, edit, etc...Posted by greenreaper on 2004-11-16 at 21:49:25
Oh, nice...an almost-perfect grid system. sad.gif When you build a ghost to move 'right', it moves slightly southeast. That's similar to the problem i have ran into frequently. Is that caused by the unit size...or what? confused.gif
Report, edit, etc...Posted by LegacyWeapon on 2004-11-19 at 17:49:50
I think so.
I added more stuff to the grid system tongue.gif
Report, edit, etc...Posted by JonnyOThan on 2004-11-20 at 02:54:43
Okay, I have never thought or looked at anythink like this before, Im sorry but this time i cant help you, And this topic is very confusing pinch.gif pinch.gif crazy.gif
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