Staredit Network

Staredit Network -> UMS Assistance -> Mobile Grid randomly messing up
Report, edit, etc...Posted by nimadude on 2006-01-17 at 01:33:18
Hi,

I am currently implementing a new feature to my map "Rocket Fighters" which involves an 8 location grid. I have first plotted 25 mutalisks to create a base grid like so:

user posted image

Where each black dot represents a place holder muta and each red dot represents a muta where a location will move onto.

Now, once the location moves onto each red dot, the middle left, right, up and down red dots (not corner ones), create a further 9 mutas each to make a grid like so:

user posted image

Where again each red dot represents where the locations will move to and black dots are placeholder mutas. (note that only 3 units of the 9 units created stick out of the grid like shown in the diagram for each side)

Once the grid is created, 8 scouts are created and each are assigned 1 location to move to.

THE PROBLEM:

At random times (im guessing due to imperfect grid), the locations mess up so that the scouts move to places theyre not meant to. This only mainly happens to the top and bottom red dots (top and bottom locations) and usually they get moved to the center of the grid.

The grid works nicely at times but when the mobile unit moves around or changes the way he faces the grid sometimes messes up. It is very random. Any help would be appreciated.
Report, edit, etc...Posted by Red2Blue on 2006-01-17 at 02:01:24
Im not very familar with the rocket fighters theme... so im not sure on how exactly it will work. Give us a little more details on what the grid is supposed to do and what's its point in the map itself?

There are substitutes for everything.

ADDITION:
Im not very familar with the rocket fighters theme... so im not sure on how exactly it will work. Give us a little more details on what the grid is supposed to do and what's its point in the map itself?

There are substitutes for everything.
Report, edit, etc...Posted by nimadude on 2006-01-17 at 03:58:03
QUOTE(Red2Blue @ Jan 16 2006, 11:01 PM)
Im not very familar with the rocket fighters theme... so im not sure on how exactly it will work. Give us a little more details on what the grid is supposed to do and what's its point in the map itself?

There are substitutes for everything.
[right][snapback]408525[/snapback][/right]


It basically creates a circle of rockets (scouts) around you which blow up. Anything in their path while they are on their way to creating the circle dies. This circle is randomly shifted and disrupted randomly.
Report, edit, etc...Posted by Red2Blue on 2006-01-17 at 04:20:39
Why not just make a big square? We don't have to be technical do we? Especially if its complicated for you...
Report, edit, etc...Posted by nimadude on 2006-01-17 at 06:01:59
QUOTE(Red2Blue @ Jan 17 2006, 01:20 AM)
Why not just make a big square? We don't have to be technical do we? Especially if its complicated for you...
[right][snapback]408560[/snapback][/right]


I think the results are the same if you make it a square, its a grid alignment problem..

but if they are due to the circular motion i want a circle... sad.gif
Report, edit, etc...Posted by Red2Blue on 2006-01-17 at 06:19:06
Sometimes its best to go with efficiency over want.
Report, edit, etc...Posted by KABOOM on 2006-01-17 at 12:02:13
well from experience want is very very tempting and it makes you keep hoping but around the end you learn it never works out how you want it too pinch.gif
Report, edit, etc...Posted by nimadude on 2006-01-17 at 14:49:15
I tried making it a square, it still randomly deforms...
Report, edit, etc...Posted by KABOOM on 2006-01-17 at 15:12:30
post trigger? that might help and try and get a picture of the outcome of the grid pinch.gif
Report, edit, etc...Posted by nimadude on 2006-01-17 at 16:35:58
QUOTE(KABOOM @ Jan 17 2006, 12:12 PM)
post trigger?  that might help and try and get a picture of the outcome of the grid pinch.gif
[right][snapback]408729[/snapback][/right]


Part 1:

[attachmentid=16993]

Part 2 of same trigger:

[attachmentid=16994]
Report, edit, etc...Posted by LegacyWeapon on 2006-01-17 at 16:54:03
Use multiple 9x9 grids and known locations that work.
http://www.staredit.net/index.php?download=1642

If you wanted to go north twice, then you do the north trigger actions twice in the same trigger. There are some problems you encounter when using multiple grids in one trigger sequence.

1. If the multiple grids are in seperate triggers and run in the same trigger running sequence, the grids get displaced.
2. If the multiple grids are in the same trigger and run in the same trigger running sequence, the grid works perfectly.
Report, edit, etc...Posted by nimadude on 2006-01-17 at 16:56:50
QUOTE(LegacyWeapon @ Jan 17 2006, 01:54 PM)
Use multiple 9x9 grids and known locations that work.
http://www.staredit.net/index.php?download=1642

If you wanted to go north twice, then you do the north trigger actions twice in the same trigger. There are some problems you encounter when using multiple grids in one trigger sequence.

1. If the multiple grids are in seperate triggers and run in the same trigger running sequence, the grids get displaced.
2. If the multiple grids are in the same trigger and run in the same trigger running sequence, the grid works perfectly.
[right][snapback]408887[/snapback][/right]


kk but what do you mean by known locations that work?
Report, edit, etc...Posted by LegacyWeapon on 2006-01-17 at 18:01:26
See in the example map how I do north. I don't do it the way that would seem most logical. I use two ways that will always be at their proper place.
Report, edit, etc...Posted by nimadude on 2006-01-17 at 21:09:46
QUOTE(LegacyWeapon @ Jan 17 2006, 03:01 PM)
See in the example map how I do north. I don't do it the way that would seem most logical. I use two ways that will always be at their proper place.
[right][snapback]408989[/snapback][/right]


so basicalyl using different units for different directions?
Report, edit, etc...Posted by LegacyWeapon on 2006-01-17 at 21:18:49
You can use the same if you want. It really doesn't matter. I just used different ones because those are the ones Tuxedo Templar used in his Unlimited Directional Gunner System.
Report, edit, etc...Posted by nimadude on 2006-01-17 at 22:01:50
QUOTE(LegacyWeapon @ Jan 17 2006, 06:18 PM)
You can use the same if you want. It really doesn't matter. I just used different ones because those are the ones Tuxedo Templar used in his Unlimited Directional Gunner System.
[right][snapback]409341[/snapback][/right]



Ok i made the grid use multiple 9 unit grids instead of 25 unit, still not fixed.
Report, edit, etc...Posted by Rantent on 2006-01-17 at 23:22:21
Ok I have seen many people with this problem, and I KNOW THE ANSWER!

The problem lies in that every once and a while the top and bottom locaions switch around. (On a 3x3 grid the top and bottom switch places, on a 5x5 grid some other things can happen as well) To be able to fix everything, first center the location on the unit the grid is for and create nine units. Then, instead of using that grid to move other locations to, you simply move the original placing location to the leftmost center unit of the grid. (So in a 3x3 grid you would remove one unit and move the location.)
This erases the effects of the vertical misplacements. Then move it back the same way, by creating 9 units, removing 7 and moving the original location back. After this is completed the grid works flawlessly, as long as you do this movement before each grid placement. (This also works if you use shorthand grids, so if you wish to move it right, you can create four units and remove 2.)

Note: Moving the grid left works better than moving it right. Right can attain small errors when dealing with 5x5 grids.

This strategy only applies to ground units that move, and you want the grid to follow them EXACTLY, with the unit as the center of the grid.

So visa versa it does not apply to grids in which locations are preplaced and not moved to a freestanding unit before the grid is made.
Report, edit, etc...Posted by nimadude on 2006-01-18 at 01:09:04
QUOTE(Rantent @ Jan 17 2006, 08:22 PM)
Ok I have seen many people with this problem, and I KNOW THE ANSWER!

The problem lies in that every once and a while the top and bottom locaions switch around. (On a 3x3 grid the top and bottom switch places, on a 5x5 grid some other things can happen as well) To be able to fix everything, first center the location on the unit the grid is for and create nine units. Then, instead of using that grid to move other locations to, you simply move the original placing location to the leftmost center unit of the grid. (So in a 3x3 grid you would remove one unit and move the location.)
This erases the effects of the vertical misplacements. Then move it back the same way, by creating 9 units, removing 7 and moving the original location back. After this is completed the grid works flawlessly, as long as you do this movement before each grid placement. (This also works if you use shorthand grids, so if you wish to move it right, you can create four units and remove 2.)

Note: Moving the grid left works better than moving it right. Right can attain small errors when dealing with 5x5 grids.

This strategy only applies to ground units that move, and you want the grid to follow them EXACTLY, with the unit as the center of the grid.

So visa versa it does not apply to grids in which locations are preplaced and not moved to a freestanding unit before the grid is made.
[right][snapback]409493[/snapback][/right]


would i have to do this for all my 3x3 grids or only the first one?


ADDITION:
OMG IT WORKED THANK YUO SO MUCH I ONLY NEEDED TO DO ON STARTING 3x3 GRID WOOOOOOOOOOT IMMA PUT U IN CREDITS
Report, edit, etc...Posted by Rantent on 2006-01-18 at 01:12:06
No biggie. tongue.gif
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