Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: units spawning next to a unit
units spawning next to a unit
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Dec 12 2009, 10:04 pm
By: destroyerwin  

Dec 12 2009, 10:04 pm destroyerwin Post #1



i need help making this triggers
where the units spawns AWAY from my main unit 10 tiles away from my main unit
the unit spawning must be formed in 4 lines going north, west, south, east in all directions. following my main unit but away from my main unit by 2 tiles (ex 10 tiles away, 12 tiles away, 14 tiles away, 16 tiles away, etc) going north, west, south, east in lines in those directions

i will give additional information if you have no clue what i just say above
thank you for taking the time to read this description



None.

Dec 12 2009, 10:57 pm Jack Post #2

>be faceless void >mfw I have no face

There's several ways. Are there many air units in the map?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 13 2009, 1:35 am destroyerwin Post #3



can you give me 2 response if
i say yes?
or i say no?



None.

Dec 13 2009, 1:49 am Marine Post #4



Grid it



None.

Dec 13 2009, 1:55 am destroyerwin Post #5



Quote from Marine
Grid it
what do u mean



None.

Dec 13 2009, 2:07 am Jack Post #6

>be faceless void >mfw I have no face

If you have no air units on the map, then use mobile grids. The wiki has more info.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 13 2009, 2:27 am destroyerwin Post #7



Quote from name:zany_001
If you have no air units on the map, then use mobile grids. The wiki has more info.
what if i have air units on the map?

oh btw i have already tried the air unit trick but i never knew u guys given a name for it

Post has been edited 1 time(s), last time on Dec 13 2009, 2:32 am by destroyerwin.



None.

Dec 13 2009, 2:33 am Jack Post #8

>be faceless void >mfw I have no face

You would have to center a spare location on each one, move it to a storage location, THEN use the mobile grid. Once the grid triggers are done, move each air unit back.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 13 2009, 2:50 am destroyerwin Post #9



i understand the mobile grid part but what i am concern is how will i be able to make the unit spawn 10 tiles away from the main unit



None.

Dec 13 2009, 5:10 am Jack Post #10

>be faceless void >mfw I have no face

Make a mobile grid over the unit, then make a new mobile grid over the center left unit. Repeat till it's over where you want.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 13 2009, 5:48 am destroyerwin Post #11



all i can say is.. "move location on unit" is going to be a huge issue



None.

Dec 13 2009, 8:06 am NudeRaider Post #12

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Have you checked the wiki: Grid Systems? Look for mobile grids. Everything is explained in detail there.
Basically you create a bunch of air unit. StarCraft will create them spread out, always in the same pattern. We can use this as we know the 4th unit it will create is exactly right of the location you centered on your unit. Then you center a location on this 4th unit and again create 4 units there, going furter to the right, and so on, until you've reached the spot.

If there's already air units in the vicinity it won't work, as the newly created units would get pushed off and the counting wouldn't be correct anymore. For example the 4th unit would be top right, when there's already a unit right of your hero.




Dec 13 2009, 10:54 pm wish4me Post #13



If no air: Mobile Grid
If air: Location Grid



None.

Dec 14 2009, 6:06 am destroyerwin Post #14



Quote from wish4me
If no air: Mobile Grid
If air: Location Grid

whether or not i have air unit i think i can work with mobile grid
location grid is... not what i like in mind cause it waste tons of location unless i have a small map that will let me dictate every tile within the map 16x16 including anywhere

thank you guys for giving me a lot of information this poll can be delete or lock or something you guys call it



None.

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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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