Staredit Network

Staredit Network -> UMS Assistance -> Mobile Grids
Report, edit, etc...Posted by 00cnr on 2006-02-17 at 17:50:38
I know how you can use flying units like Mutalisks and Overlords to make a mobile grid. But, is there a way to make a mobile grid without having overlords/mutalisks flying ove the unit the grid is supossed to follow? An invisible mobile grid?
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-02-17 at 17:57:20
Create the units, move the locations where you need them, and then remove the units as part of the same trigger. Unless you're running at some absurd number of grid checks per second, the player need never see the units.
Report, edit, etc...Posted by T-MaStAA on 2006-02-17 at 19:00:45
The problem with mobile grid is that by creating a unit over your guy will slow him down. My only solution for that: 2x or 4x game speed. Ive created a grid system based on the sen tutorial grid system but its way more accurate in which i mean if there are 2x2 tiles, your dude will allways stay perfectly cetered instead of veering off to the cracks. But my system is only good for board game type maps.
Report, edit, etc...Posted by u_dunu_who_me_is on 2006-02-17 at 19:20:50
i tried using mobile grids and also used hyper triggers, but still i saw the flying units. also, whenever i moved my unit and centerd the location back on the unit, it would screw up. i would attatch the map, but SEn attatchments are screwd up bangin.gif
Report, edit, etc...Posted by StarmanJr. on 2006-02-17 at 20:06:15
QUOTE
i tried using mobile grids and also used hyper triggers, but still i saw the flying units

Were the "Create" and "Remove Unit" in the same trigger with no waits in between them?

QUOTE
The problem with mobile grid is that by creating a unit over your guy will slow him down.

There's also the fact that if an air unit gets in the way, it screws up the positioning of the mobile grid.
Report, edit, etc...Posted by Rantent on 2006-02-17 at 23:08:49
Or the create could be in the trigger directly before the next one in order.
(its hard to determine which trigger is read when if multiple people are playing though.)
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