Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: I can't center an inverted location???
I can't center an inverted location???
Jun 28 2015, 9:28 pm
By: Zoan  

Jun 28 2015, 9:28 pm Zoan Post #1

Math + Physics + StarCraft = Zoan

When I test this map, the inverted location is not being centered. There is only one trigger (as well as some hyper triggers) which goes as follows:

Detect Unit Movement
Players

  • Player 1
  • Conditions

  • Bring("Current Player", "Protoss Dark Templar", "Location 4", Exactly, 0);
  • Actions

  • Move Location("Current Player", "Protoss Dark Templar", "Anywhere", "Location 4");
  • Display Text Message(Always Display, "!!!!");
  • Preserve Trigger();


  • When I step off of the inverted location, it constantly spams "!!!!," meaning the location is not being centered.

    HELP! Why is it doing this?? ;_;

    Map is attached

    Attachments:
    Glitch!!.scx
    Hits: 5 Size: 101.47kb



    \:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

    Jun 29 2015, 2:14 am Roy Post #2

    An artist's depiction of an Extended Unit Death

    It's a matter of precision when centering the location: because you have the inverted location so precise, there's a chance that the center location will put it at a pixel offset that leaves it not fully encapsulating the Dark Templar. If you test it a little bit more, you'll notice that it will stop spamming the message if you position the Dark Templar just right.

    You can fix the issue by slightly reducing the size of the inverted location.

    Edit: Changing the bottom boundary from "7744" to "7747" seems to fix the issue. This does unfortunately make vertical movement less sensitive than horizontal movement, of course.

    Post has been edited 1 time(s), last time on Jun 29 2015, 2:27 am by Roy.




    Jun 29 2015, 3:07 am Zoan Post #3

    Math + Physics + StarCraft = Zoan

    Quote from Roy
    You can fix the issue by slightly reducing the size of the inverted location.

    Edit: Changing the bottom boundary from "7744" to "7747" seems to fix the issue. This does unfortunately make vertical movement less sensitive than horizontal movement, of course.

    Ahhh, thank you!



    \:rip\:ooooo\:wob\:ooooo \:angel\: ooooo\:wob\:ooooo\:rip\:

    Jul 1 2015, 5:42 am rockz Post #4

    ᴄʜᴇᴇsᴇ ɪᴛ!

    Dark Templar have a really short up direction. The "List of Units" page on the wiki used to have all this information, but it looks like it got deleted in the wiki migration. You can look this information up in datedit. Inverted locations do not have a true center, but an average center. Dark templars are 30 units tall, but I think it's 6 pixels up and 13 pixels down, 12 pixels left, and 11 pixels right. So you need to use a 24x14 inverted location (or a little smaller) for it to fit properly. Walking up will be slower than walking left, right, or down, since you need to walk a full 16 pixels (4 frames) before the dark templar is out of the location.

    Another problem happens on Lurkers, which are 15 left and 16 right. This is contrary to other 32x32 units like dragoons which are 16 left, 15 right, so centering a 32x32 inverted location will work on a dragoon but not on a lurker.

    Other units like firebats, marines, and ghosts also have this issue, but to a lesser degree. DTs are the worst by far, but Firebats are also pretty bad.



    "Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

    Jul 1 2015, 9:55 pm Pr0nogo Post #5



    This is something that could be fixed through modding if you're open to including one for your project.




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