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Staredit Network -> UMS Assistance -> [SOLVED] Grid systems
Report, edit, etc...Posted by KABOOM on 2006-01-16 at 02:18:16
ok well i have a 10x10 grid so and i have 25 little terrain pads that are 2x2 ok so i tried a few ways to get it but it just farked up so i decided to go with a new approach so i just wanted to spawn 9 units (battle cruisers)to make a 3x3 of 2x2 pads. but when the bcs create there not alined enough with the 2x2 pads to be able to create a building that is 2x2 on the custom pad. i tried many different types of units but still nothing am i missing something our can i have some tips?
Report, edit, etc...Posted by Demaris on 2006-01-16 at 02:37:38

Battlecruisers are bad for grids as they aren't perfectly square and they spawn in weird places. Try gaurdians, devourers, or overlords.

Also, does the grid need to be mobile?
Report, edit, etc...Posted by KABOOM on 2006-01-16 at 13:28:11
its not really mobile be i rather have it air other then preplaced burrowed units and i tried the overlords that didn't work as much as the bcs. i'll try and get a picture asap
Report, edit, etc...Posted by FatalException on 2006-01-16 at 14:28:26
Could you also post the map? your explanation of what's happening kind of confused me.... bored.gif
Report, edit, etc...Posted by Red2Blue on 2006-01-16 at 15:51:14
Always use overlords.
They are the key to making good grids as they spawn pretty nicely.

There are a few tutorials on grids in the tdb. Check them out.
And yes, post the map if you can.
Report, edit, etc...Posted by Rantent on 2006-01-16 at 19:23:12
Overlords suck at going to the upper right. Use mutalisks, devourers, guardians or arbitors. For a good almost 2x2 grid.

Or you can do almost 1x1 grids, or even... I won't ruin any suprise.
Report, edit, etc...Posted by KABOOM on 2006-01-16 at 20:09:34
ok well this first picture is showing all the locations i'm using and where they should be when the trigger is done. then the second picture shows how it turns out in the end pinch.gif also the trigger is only done up to the bottom left part of the zone was just to see if it would line up good enough.
Trigger
Players:
¤ player 1
Conditions:
¤ all players bring atmost 0 buildings to real zone
Actions:
¤ RemoveUnitAtLocation(1, Observer, All Players, the zone);
¤ CreateUnit(9, Overlord, the zone, CurrentPlayer);
¤ GiveUnits(1, Men, CurrentPlayer, the zone, P8);
¤ MoveLocation(zone, Men, P8, the zone);
¤ GiveUnits(2, Men, CurrentPlayer, the zone, P8);
¤ GiveUnits(2, Men, P8, the zone, CurrentPlayer);
¤ MoveLocation(zone1, Men, P8, the zone);
¤ GiveUnits(6, Men, CurrentPlayer, the zone, P8);
¤ GiveUnits(6, Men, P8, the zone, CurrentPlayer);
¤ MoveLocation(zone2, Men, P8, the zone);
¤ GiveUnits(8, Men, CurrentPlayer, the zone, P8);
¤ GiveUnits(8, Men, P8, the zone, CurrentPlayer);
¤ MoveLocation(zone3, Men, P8, the zone);
¤ RemoveUnitAtLocation(9, Men, All Players, the zone);
¤ CreateUnit(9, Overlord, zone, CurrentPlayer);
¤ GiveUnits(1, Men, CurrentPlayer, zone, P8);
¤ MoveLocation(create sunk, Men, P8, the zone);
¤ CreateUnit(1, Creep Colony, create sunk, P8);


so what this aspose to do is move the location into how the first picture looks like then from that i can grid the corners to place the sunk there
Report, edit, etc...Posted by Red2Blue on 2006-01-16 at 20:51:57
Well look at that, the overlords lined up pretty nicely. Ha ha ha..... yea... there are many other things you can use in favor of overlords, but I personally think that they are the best.

What are you using this for anyway? Any more specifics on the game so we can help you out?

Interesting.
Report, edit, etc...Posted by KABOOM on 2006-01-16 at 21:01:55
SunknDZonz my newest map and while playing i realised it was missing some things so one of them was that when a player leaves all there things stayed there so i took care of most of that problem but when there zone is empty i want the creeps to respawn so the zone can be re used so i decided to use moblie grids instead of placing alot of locations wishing i did now but if i get this to work it will be alot easier. ok so the 10x10 is too big to just create 25 units for a grid so i moved some locations out alittle so i can get the corners but it not working so well pinch.gif HELP!!
Report, edit, etc...Posted by Red2Blue on 2006-01-16 at 21:08:49
Ever hear of burrowed grids? Grids that have burrowed units in each square?


If you used burrowed units instead of using air units you can have the exact placements for your units. If you removed the burrowed unit before placing the creep then moving the burrowed unit back onto the square you can create an efficient grid that is perfectly aligned.

Eh? Eh?
Report, edit, etc...Posted by KABOOM on 2006-01-16 at 21:29:31
thaT was my back up idea but then realised that i disabled the burrow ability pinch.gif and i need to keep it disabld eh eh
Report, edit, etc...Posted by Red2Blue on 2006-01-16 at 21:31:20
Have you disabled burrowing for all players? All 8? Or what?
Report, edit, etc...Posted by KABOOM on 2006-01-16 at 21:49:25
hmm good thinkin i made it default but i can just change it to the players thet need it disabled biggrin.gif thnx man but i still wish the grid would work pinch.gif
Report, edit, etc...Posted by Red2Blue on 2006-01-16 at 22:27:56
Or you could have one player with burrowing and give away the burrowed unit to a player without burrowing (this gives them a unit that is burrowed but cannot unburrow). Rawr.
Report, edit, etc...Posted by KABOOM on 2006-01-18 at 00:22:24
thats pretty dandy i might use that instead of having a potential risk of the computer randomly unborrowing so happy this somewhat worked out how i planned biggrin.gif

ADDITION:
ok well i rarely lose hope and guess what i found a way biggrin.gif to get the overlord there!!!! but guess what it won't create it at the location the overlord is at pinch.gif take a look
Report, edit, etc...Posted by Red2Blue on 2006-01-18 at 00:56:17
Center another location the creep colony and then move the overlord onto that location.
Report, edit, etc...Posted by KABOOM on 2006-01-18 at 02:06:17
funny how this whole topic was only us pretty much. anyways not sure what u asking but if i am correct u want me to move the ovy to where the sunk is but i want the sunk to be where the ovy is in that pic i'm trying some things right now let you know if any of my ideas work
Report, edit, etc...Posted by Red2Blue on 2006-01-18 at 02:25:59
Oh, you were talking about where the overlord was, the spore isn't creating where the ovie was. Yes it is strange how it was just us. The solution would be to align the grid better. Or use burrowed units to correctly center the unit at the correct spot.
Report, edit, etc...Posted by KABOOM on 2006-01-18 at 12:35:42
ok i'll try that but another thought crossed my mind you now how lukers can always burrow can they always be able to unborrow like say i did what u suggested more up
Report, edit, etc...Posted by Rantent on 2006-01-18 at 18:59:54
QUOTE
funny how this whole topic was only us pretty much.
I just don't see what this is going to be used for, there are several ways to do exact grids, but I would need to know limiting factors.
And any burrowed unit whether it has burrow on or not, can unburrow when given to comps.
Report, edit, etc...Posted by KABOOM on 2006-01-22 at 16:06:54
ok well i just did it using zerglings pinch.gif lol i was searchin the tutorials and it showed me this map that was a tut on makin grids so i checked it out and decided to try zerglings out and it works rly well and very percise thumbup.gif also i realised something weird that when i did the give action the top zergling would be given before the bottom one pinch.gif well if u want i can post the trigger and the steps i did if u wana see?
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