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Staredit Network -> UMS Assistance -> Consistent mobile grids
Report, edit, etc...Posted by in_a_biskit on 2005-07-02 at 09:09:26
I was having a bit of trouble with implementing a mobile grid system in a map I was making, so I experimented around a bit.
Unfortunately, I found out that if I create nine units in a nice square, then even if they always look the same, the order in which they are created (and therefore also the order in which they are removed) varies depending on where in the map you made the grid!
An example map is attached.

The problem is this: I make a mobile grid of 9 guardians in two locations, and number them off with units labelled 1 through 9, but I find different patterns in those two locations.
CODE
|  Location A  |  Location B  |
|--------------|--------------|
|   3  4  7    |   3  6  8    |
|   2  6  8    |   2  5  9    |
|   1  5  9    |   1  4  7    |

It seems to happen with a range of units.

This is quite frustrating, because it seems to mean that many units can no longer be used reliably in a mobile grid system.

Has anyone else done enough testing to work out which units (if any) will create a nice grid which is always created in the same order every time?
Or a good way to avoid this problem?
Report, edit, etc...Posted by Wing-of-no-Wing on 2005-07-02 at 10:26:29
A grid of battlecruisers is pretty consistent, so long as you don't run into any other objects or the side of the map.

I'll attach an example. This example was something I made to test keyboard control of a ship. The system hasn't been implemented into anything yet because of the lag inherant to the fact that it uses unit building for control, and the fact that making it turn when it's not moving is a pain (so I didn't bother with it). To test this example, hotkey the starport within the first few seconds of the game. Then press D to toggle the throttle on/off and V and B to turn counter-clockwise and clockwise respectively. Also, don't fly over the shipyard because BCs are used for both the grid and as a control key. Weapons haven't been implemented in this test, so you can just use the BC's guns and yamato (you have to do it manually though, and face towards the enemy ship).
Report, edit, etc...Posted by in_a_biskit on 2005-07-03 at 02:20:26
I have now tried battlecruiser and arbiter grids, and found similar results to what I found happened with guardians. I will post the maps if anyone wants to see (they are basically copies of the guardian-grid map), but you should first look at the map in my first post.

Does anyone know why this apparent inconsistency occurs?
Report, edit, etc...Posted by Rantent on 2005-07-03 at 03:22:13
QUOTE
Or a good way to avoid this problem?
I figured this out quite some time back while trying to center the grid on a unit constantly. Basically the only way I could figure it out with was to center the grid on itself rather than a unit. There is no way around the problem otherwise. (that I have found) An example of this would be in my Gunner System Instead of centering the grid on the unit, detect which way the unit moves and move the grid in that direction.
QUOTE
Does anyone know why this apparent inconsistency occurs?
I'm not sure exactly why it happens, but it seemed to happen in rows # so I'm guessing that it has to do with the exact location of the grid center.

I tried the center grid system on Mutalisks, Guardians, Science Vessels, Battlecruisers, Arbitors, Carriers, Overlords, and I'm guessing the rest do the same.
Report, edit, etc...Posted by in_a_biskit on 2005-07-03 at 06:10:29
What exactly do you mean by 'center the grid on itself instead of on the unit'? What's the difference?
Report, edit, etc...Posted by Rantent on 2005-07-11 at 17:28:51
QUOTE
Or a good way to avoid this problem?
Never mind about what I said earlier. I found a better way.
You notice how the grids sides stay the same when the switch happens.
You have to simply create 9 units to move the grid left or right, then create another 9 to move it back. This removes the error. Then you can do whatever you want with the grid. Sorry about replying slowly but I just found this out. biggrin.gif
Report, edit, etc...Posted by UED77 on 2005-07-11 at 17:41:33
Now that this thread was revived, it got my attention immediately.

I have done some research on this topic, but AqoTrooper deciphered how the system really worked.
There was an old topic about this at Warboards.
http://www.warboards.org/showthread.php?t=5598

It should let you view it without requiring a login.

UED77
Report, edit, etc...Posted by l)ark_13 on 2005-07-12 at 02:08:09
So if I read that right (which I probably didn't) the order of the location moving is bdue to the order you place the units? Or is it because of the order you place the squares in the terrain? Thats what I got from the post, but please, correct me if I'm wrong.
Report, edit, etc...Posted by Rantent on 2005-07-12 at 21:17:17
Ok, I thought it was already figured out how units are removed when they are preplaced. Which is bottom to top in each column left to right.
The problem in_a_bisket found, (I think) had to do with unit grids being created around a unit that can move around. These have slightly different patterns of removal than preplaced units.
The grid he seems to have mentioned could have been a mutalisk, guardian, devourer, arbitor, or interceptor grid.
The units normally place in the order of:
05 06 11 16 21
04 10 13 18 22
03 09 15 19 23
02 08 14 20 24
01 07 12 17 25
The ones in yellow, in order from least to greatest represent the normal way the units are placed. But every once and a while the units in the middle get rearranged. To overcome this obstical, you have to simply move the grid one grid space over to the side, and then move it back one grid space in the other direction and it corrects the problem.
Report, edit, etc...Posted by in_a_biskit on 2005-07-16 at 01:26:35
Hmm...Thanks for that, Rantent.

However, if you look at the patterns in my first post, it seems as though the right side is variable as well as the center column. I guess the best thing to try would be to move the grid left, then right. Have you tested this? (I'm really really busy nowadays, so I won't be able to do any testing myself for maybe three weeks)
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