i was wondering if it was possible to create units solely within a location. like in a 1 x 256 location, instead of creating X x X formations, is it possible to create them in a 1 x X line instead?
picture:
[ ] = location ends
instead of this :
CODE
x x x
[ x x x ]
x x x
is it possible to have this:
CODE
[ x x x x x x x x x ]
You would need a mobile/static grid. It wouldn't really be as simple as "create X units in a line in one location". It would be more like creating one unit at a location, the moving the location via mobile grid or whatever static grid method and then creating another unit.
However another alternative with the mobile grid is to create let's say 9 mutalisks. They form a perfect 3x3 grid. You could then only use the middle row of mutalisks and remove the top and bottom rows. Then you would center the location on one of those mutalisks that are left and repeat the process.
I believe they are created in this order
QUOTE
765
814
923
And it keeps spiraling in that counterclockwise manner.
Alternatively, an easier method to have only the middle row mutalisks would be to create at the 7,6,5,9,2,3 spots arbiters. And then after the 3x3 square of mutalisks/arbiters is created then remove the arbiters.
QUOTE
AAA
MMM
AAA
Now, the examples I'm using are air units, and there are a few that spawn in nice grids. I'm not sure if the same could be done with ground units. However, you could first spawn the air units, then replace them with the ground units.
for the second part, it'd look like:
create 1 muta
create two arbiter
1 muta
3 arb
1 muta
it'd still follow the CCW order even when the units have been changed right
ADDITION:
making grenades bounce is increasingly becoming a pain in the asss
1. Create 1 (ground unit) and 9 Mutalisks at location Center.
2. Remove 1 Mutalisk, center location A on mutalisk, remove 6 mutalisk, center location B on mutalisk, remove the last 2 mutalisks.
3. Create 1 (ground unit) at locations A and B.
4. Create 9 Mutalisks at location A, remove 1 mutalisk, center location A on mutalisk, remove the rest of the mutalisks.
5. Create 9 Mutalisks at location B, remove 7 mutalisks, center location B on mutalisk, remove the last 2 mutalisks.
6. Repeat steps 3-5 2 more times, and then step 3 one more time.
Ta da!
can't use ground units
ADDITION:
youe AMA method works like a charm, moonlighturtle. thanks alot, you deserve alot of mins for all of your help.
thanks for trying to help too rantent
okay, i have a new related problem. when 3x3 mutalisk grid is made, it occupies 5x5 tiles. when i convert them into scourges, the center column of scourge is perfectly in the center, however, all of the other 6 are slightly off center(in relation to their tile)
it should look like this
0=empty
S = scourge
S0S0S
00000
S0S0S
00000
S0S0S
12345
however, currently, all the scourge on the left are slightly 'leaning' to the right and the right scourge are 'leaning' to the left. so, when i kill all scourge at #2 and #4, the scourges on the right and left die. i need the scourge to be perfectly on their tiles.
any ideas?
The only solution I could think of for 1x1 tiles is rather horrible, but I may as well state it. It works perfectly, but would take forever to make, takes up a good portion of your locations on a 256x256 map, and tons of units out of the max unit limit if it was a big map.
It would be to make a line of burrowed zerglings along the left side, right side, and along the bottom, and a location, 1x256. Lets say you wanted a line of zerglings 9 long left to right, starting from 10 from the left and 30 from the bottom. You'd give 29 zlings along both sides to another player, and 9 along the bottom. Next, you center the 1x256 on the unit along the bottom, making it the 10th column.
Now, you need to make a CRAPLOAD of locations, sizes as follows: 1x1, 3x1, 5x1, 7x1... all the way up to the entire width of the map, minus 1. Be sure to make them in order for trigger duplicator. Next, you detect which column you have just centered on; if it is column 1, you use a 1x1 location. If column 2, you use the 3x1 location. If column 3, you use the 5x1 location. You can make all of these triggers with trigger duplicator. Once you have determined which location to to use, (in the same trigger) you center it on the unit along either side. The triggers for creating the units would be like this, beneath the centering system: Give 9, Give 29, Set for Center to run, Wait 0, Create, Give back, Give 10, Give 29, Set for Center to run, Wait 0, give back.. etc.
Once you get to the right half of the map, simply give all units on the left side to the other player, so it ends up centering on the units on the right side. You'll only have to compile triggers for trigger duplicator 2 times; one for the left counting up, one for the right counting down.
Do I think this worth it for what you want to accomplish? Of course not, mainly because of the 768 units required on a 256x256 map. But it is a cool system in theory, eh?
The only system I can think of to do this would require the use of using a static coordinate grid on your map, which on a 256x256 would eat up all of your locations, because you wouldn't just be detecting coordinates, but having to create units at specific coordinates. The concept is the same as the one used in the Snake map that won last month's contest I believe.
Once you set up that system, you would just be creating units in a line based on coordinates.
Mobile grids don't align to the tile grid.
well, actually, i wasn't thinking about a whole trigger system to achieve this. i was kinda curious if there was a way to create what i want by creating the mobile grid in a different way. such as creating a scourge, then centering the mobile grid location on that scourge, then createing another scourge, then removing the first scourge, then removing the scond scourge and creating a devourer in its place.
in other words, i was looking for an unorthodox method of mobile grid creation that would result in units being tile-centered.
The only way (I know that) you can have a mobile grid be exactly tile centered is to have burrowed units at every square, and since this obviously wouldn't work, I'd have to go with a type of system I mentioned or that the snakes map uses.
I opened it up, the snakes map (I had an unprotected version..), and it had all the very long, 1 tall locations I was talking about, as well as burrowed units on both right and left sides. Didn't look at the triggers, but I'd figure that it does something along the same lines as I was talking about.