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Staredit Network -> UMS Assistance -> rotating mutiple units that are on the move...?
Report, edit, etc...Posted by FTR_ROCKO on 2005-01-05 at 11:48:00
I need to know how to rotate units clockwise and counter-clockwise that will be constantly be teleporting downwards on a 2x2 location(s)...

I hope i explained it good enough..
Report, edit, etc...Posted by RexyRex on 2005-01-05 at 11:54:16
If the units are on the ground, create an observer that has a location constantly following it. Then make a trigger that moves the unit to the observer and preserve it. Now, make the unit spin using Bolt's unit spinner.

And if it's in the air, use a DT instead of an observer. Make sense?

Bolt's unit spinner is in the DLDB.
Report, edit, etc...Posted by Shadowed on 2005-01-05 at 11:55:14
wohooo now this is what ya gotta do... *dances* look up, look down around *beat music starts playing* come on people shake thoose hips! *old man slowly shakes his hips* tongue.gif

i am going to post this too evryone as i'm mad...

i am a chicken nuget nothing i say or do withh change it, you are brainy strong and very good looking w00t.gif you take my breath away... well really you just play SC biggrin.gif

PM if ya wanna be friends PM me cos my life never ends PM me come on its ment to be w00t.gif w00t.gif w00t.gif

laterz
Report, edit, etc...Posted by FTR_ROCKO on 2005-01-05 at 12:08:58
That's not what i meant by rotating the unit.. I didnt mean spin them..

I meant something like this:
CODE

_                                         |  
 |    :Rotate clockwise:   |¯ ¯
 |
  ¯


etc, etc...

i hope this explains it more...

ADDITION:
Oh, darn.. the spacing didnt come out correctly...

Edit By Bolt_Head: If you need your spaces to show up correctly put it in a code box (still not perfect though).
Report, edit, etc...Posted by LegacyWeapon on 2005-01-05 at 15:13:15
You will need to grid it. Figure out a way to find where each unit would go when you "rotate" it and you will need to grid it (either using a unit grid, or a location grid)

RexyRex, didn't Bolt do it crudely and use 8 locations?
I think it would be better to do it with a spawning unit grid.
Report, edit, etc...Posted by FTR_ROCKO on 2005-01-05 at 16:17:42
One problem with creating units, centering locations on the units, then removing units, and centering again....

They dont get created evenly seperated..

I need it to be evenly seperated, as if having 9 2x2 locations formed to make one big location, and having one unit created in some of those 9 locations...
Report, edit, etc...Posted by LegacyWeapon on 2005-01-05 at 16:24:20
I'm very confused by what you just said, for your answer, I said
"Make a grid by preplacing units or making a grid of 1x1 or 2x2 or 3x3 or w/e covering every space of your playing area"
Report, edit, etc...Posted by Turin on 2005-01-05 at 17:06:52
For the idea of 9 locations you could make a certain number of units in each location, then remove a certain number like in grid tutorial, and then re-center the location. The number of units removed would change where the location is centered, so if you remove, say, 3 it centers down and if you remove 5 it centers up, you would have to research it.
Report, edit, etc...Posted by LegacyWeapon on 2005-01-05 at 17:08:48
No you don't because I did the research for you!
http://www.staredit.net/index.php?download=1642
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-05 at 20:09:13
QUOTE(FTR_ROCKO @ Jan 5 2005, 11:08 AM)
That's not what i meant by rotating the unit.. I didnt mean spin them..

I meant something like this:
CODE

_                                         |  
 |    :Rotate clockwise:   |¯ ¯
 |
  ¯


etc, etc...

i hope this explains it more...
[right][snapback]119609[/snapback][/right]


Actually no, I'm more confused with your quesiton now. Unless your making tetris.
Report, edit, etc...Posted by chuiu on 2005-01-05 at 20:32:51
I think I understand what he's trying to do. He wants to have units in a grid of locations that rotate. So like if you have 5 marines setup like a N, he would rotate clockwise so that they would end up in a Z formation. And then it would just continue like that...

A better example would be a strait like of units rotating 45 degrees to the right every time.

- \ | / - \ | / - \ | / - \ | / -

Basically he would need a grid of locations or a grid of burrowed units and a location and a lot of moves and give/removes to do this.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-05 at 20:45:22
He must be making tetris. Here check out my old unfinish tetris map.

[attachmentid=3826]
Report, edit, etc...Posted by Mp)3 on 2005-01-05 at 21:18:17
Ok here. If your doing ground units and you want it to be followed under by an air unit or something, here's what you do.


=============================================

Make your 2x2 Location and label it 'Isolated'. We will use this Location for two things: one, for moving your unit to an area so it won't interfere with grid set up; and two, "teleporting" your unit. Now. Create your grid locations. Make 8 1x1 Locations (Doesn't exactly matter what size but keep them small) and label them this: NE, N, NW, W, SW, S, SE, E. Assuming you know the abbreviations for cardinal compass directions, you should be fine. Now. Create a larger location where your "grid" will be set up. Make sure that it is large enough to accomodate all 8 of your "direction" locations and label it 'Grid'. Somewhere along the lines of 5x5 should be good if you want to keep them small. Now, put your rotating unit and the air unit on the map. Also, on the bottom-left hand corner of the map, with terrain the terrain under it at least 2x2 units, put a burrowed hero zergling (You'll find out what this is for later).

TRIGGERS:

TRIGGER ONE (SETTING UP GRID)
=======================
CONDITIONS:
- Current Player brings exactly '0' 'air units' to 'Isolated'
ACTIONS:
- Center Location 'Isolated' on 'Zerg Devouring One (Burrowed Zergling' at 'Anywhere' owned by 'Owner'
- Remove 'Zerg Devouring One' at 'Isolated' for 'Owner'
- Move 'Ground Unit' to 'Isolated' for 'Current Player'
- Move Location 'Isolated' on 'Air Unit' owned by 'Current Player' at 'Anywhere'
- Create '1' 'Terran Missle Turret' for 'Current Player' at 'Isolated'
- Move Location 'Grid' on 'Terran Missle Turret' owned by 'Current Player' at 'Anywhere'
- Remove 'all' 'Terran Missle Turret' owned by 'Current Player' at 'Grid'
- GRID SYSTEM TRIGGERS
- Move Location 'Isolated' on 'Ground Unit' owned by 'Current Player' at 'Anywhere'
- Move '1' 'Ground Unit' owned by 'Current Player' at 'Isolated' to 'Grid'
- Create '1' 'Devouring One' for 'Owner' at 'Isolated' 'Apply Properties (Burrowed/Invincible)'
- Move Location 'Isolated' on 'Ground Unit' owned by 'Current Player' at 'Anywhere'
- Move '1' 'Air Unit' owned by 'Current Player' 'to 'Isolated'
- 'Add' '1' deaths for 'HATCH (UNUSED)' for 'Current Player'
- Preserve Trigger

Now that should be a very long trigger. There should be no waits anywhere. That was the hard part. Assuming you know (U)Bolt_Head's Rotating Trigger, we're going to split it into 8 different triggers.

TRIGGER SET TWO (CARDINAL CLOCK-WISE) "This is multiple triggers"
===============================================
CONDITIONS:
- 'Current Player' suffers 'exactly' '1' death of 'HATCH (UNUSED)'
ACTIONS:
- First Cardinal Movement for North.
- 'Add' '1' deaths for 'HATCH (UNUSED)' for 'Current Player'
- Preserve Trigger

CONDITIONS:
- 'Current Player' suffers 'exactly' '3' death of 'HATCH (UNUSED)'
ACTIONS:
- First Cardinal Movement for North-West.
- 'Add' '1' deaths for 'HATCH (UNUSED)' for 'Current Player'
- Preserve Trigger

CONDITIONS:
- 'Current Player' suffers 'exactly' '5' death of 'HATCH (UNUSED)'
ACTIONS:
- First Cardinal Movement for West.
- 'Add' '1' deaths for 'HATCH (UNUSED)' for 'Current Player'
- Preserve Trigger

CONDITIONS:
- 'Current Player' suffers 'exactly' '7' death of 'HATCH (UNUSED)'
ACTIONS:
- First Cardinal Movement for South-West.
- 'Add' '1' deaths for 'HATCH (UNUSED)' for 'Current Player'
- Preserve Trigger

CONDITIONS:
- 'Current Player' suffers 'exactly' '9' death of 'HATCH (UNUSED)'
ACTIONS:
- First Cardinal Movement for South.
- 'Add' '1' deaths for 'HATCH (UNUSED)' for 'Current Player'
- Preserve Trigger

CONDITIONS:
- 'Current Player' suffers 'exactly' '11' death of 'HATCH (UNUSED)'
ACTIONS:
- First Cardinal Movement for South-East.
- 'Add' '1' deaths for 'HATCH (UNUSED)' for 'Current Player'
- Preserve Trigger

CONDITIONS:
- 'Current Player' suffers 'exactly' '13' death of 'HATCH (UNUSED)'
ACTIONS:
- First Cardinal Movement for East.
- 'Add' '1' deaths for 'HATCH (UNUSED)' for 'Current Player'
- Preserve Trigger

CONDITIONS:
- 'Current Player' suffers 'exactly' '15' death of 'HATCH (UNUSED)'
ACTIONS:
- First Cardinal Movement for North-East.
- 'Set' '0' deaths for 'HATCH (UNUSED)' for 'Current Player'
- Preserve Trigger

Hope that helps.

EDIT: If this ain't what you're looking for. It might help some others. tongue.gif Spent a lot of time writing that up.
Report, edit, etc...Posted by FTR_ROCKO on 2005-01-06 at 09:13:23
Rofl.. bolt head is always the one to help... yes, i am trying to make a tetris map...
Report, edit, etc...Posted by chuiu on 2005-01-06 at 09:21:10
Jesus crist man, if you would have said that in the first place then no one would have gotten confused by your poor explaination of your problem.
Report, edit, etc...Posted by Mp)3 on 2005-01-06 at 20:45:52
QUOTE(Chu @ Jan 6 2005, 09:21 AM)
Jesus crist man, if you would have said that in the first place then no one would have gotten confused by your poor explaination of your problem.
[right][snapback]120085[/snapback][/right]

That was fun writing those triggers by hand. tongue.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-07 at 03:57:31
Well Mp)3 I just spent some time reading your triggers, and I can’t follow them so I doubt FTR can. Anyways some comments/questions.

Your first trigger “setting up the grid”
-Your actions 5-7 where you create a turret and then remove it. You can move a location to the spot of another ones by centering the second location on a non existent unit within the first. Unless the purpose of the turret is to align the location to the grid (assuming the air unit isn’t or might not be) otherwise creating it and then removing it serves no purpose.
-Some other stuff confuses me, It seems that the only thing you did was move a ground unit to the spot where a air unit is. Then the 3rd to last action “move air unit” I don’t understand cause it seems to me that it would isolated location is already on top of it (minus the grid snap caused by the turret). Maybe its because I don’t know (U)Bolt_Head’s rotating trigger lol, or the stuff you omitted by saying “grid system triggers” lost me. Anyway you look at it you omitted way too much information for anyone to follow (and you need an exclamation for large triggers like the first, unless you intend for the person to perform a copy and pray technique)

Well here’s another question. In your second set of triggers why do you skip values of deaths and only go with the odds when your adding only 1? . . . . 30 seconds later.
Ohh I get it cause you want the triggers to cycle over and your first one to run again thus increasing the deaths and recentering everything, so it doesn’t just do them all in one instant defeating the purpose. (good thinking, glad I thought of it)
Lol an alternative to that is to put them in descending order. AKA exactly 9, exactly 8, exactly 7. But then the way you have it set up the first trigger would mess it up, if you had it in descending order you would have to take the add deaths part out of the first trigger.
Report, edit, etc...Posted by Mp)3 on 2005-01-07 at 20:24:39
QUOTE((U)Bolt_Head @ Jan 7 2005, 03:57 AM)
Well Mp)3 I just spent some time reading your triggers, and I can’t follow them so I doubt FTR can.  Anyways some comments/questions.

Your first trigger “setting up the grid”
-Your actions 5-7 where you create a turret and then remove it.  You can move a location to the spot of another ones by centering the second location on a non existent unit within the first.  Unless the purpose of the turret is to align the location to the grid (assuming the air unit isn’t or might not be) otherwise creating it and then removing it serves no purpose.
-Some other stuff confuses me, It seems that the only thing you did was move a ground unit to the spot where a air unit is.  Then the 3rd to last action “move air unit” I don’t understand cause it seems to me that it would isolated location is already on top of it (minus the grid snap caused by the turret).  Maybe its because I don’t know (U)Bolt_Head’s rotating trigger lol, or the stuff you omitted by saying “grid system triggers” lost me.  Anyway you look at it you omitted way too much information for anyone to follow (and you need an exclamation for large triggers like the first, unless you intend for the person to perform a copy and pray technique)
[right][snapback]120635[/snapback][/right]

QUOTE(Mp)3)
TRIGGER ONE (SETTING UP GRID)
=======================
CONDITIONS:
- Current Player brings exactly '0' 'air units' to 'Isolated'
ACTIONS:
- Center Location 'Isolated' on 'Zerg Devouring One (Burrowed Zergling' at 'Anywhere' owned by 'Owner'
- Remove 'Zerg Devouring One' at 'Isolated' for 'Owner'
- Move 'Ground Unit' to 'Isolated' for 'Current Player'
- Move Location 'Isolated' on 'Air Unit' owned by 'Current Player' at 'Anywhere'
- Create '1' 'Terran Missle Turret' for 'Current Player' at 'Isolated'
- Move Location 'Grid' on 'Terran Missle Turret' owned by 'Current Player' at 'Anywhere'
- Remove 'all' 'Terran Missle Turret' owned by 'Current Player' at 'Grid'
- GRID SYSTEM TRIGGERS
- Move Location 'Isolated' on 'Ground Unit' owned by 'Current Player' at 'Anywhere'
- Move '1' 'Ground Unit' owned by 'Current Player' at 'Isolated' to 'Grid'
- Create '1' 'Devouring One' for 'Owner' at 'Isolated' 'Apply Properties (Burrowed/Invincible)'
- Move Location 'Isolated' on 'Ground Unit' owned by 'Current Player' at 'Anywhere'
- Move '1' 'Air Unit' owned by 'Current Player' 'to 'Isolated'
- 'Add' '1' deaths for 'HATCH (UNUSED)' for 'Current Player'
- Preserve Trigger

Okay. Let's do this one by one. The turret was used for aligning the 'Grid' location to the grid of course, it was then removed. Then all the of the actual aligning the grid locations: N NW S etc. The third to last action was just a safeguard so that the trigger wouldn't double fire.
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