Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Mobile Location Grid
Mobile Location Grid
Nov 12 2015, 8:57 am
By: QPreach  

Nov 12 2015, 8:57 am QPreach Post #1



Hi. I'm trying to make a gap closer mechanic for my map. I have some-what of an idea; the problem is executing it.

For my gap closer mechanic, I was thinking of placing 4 locations around the unit (left, right, up, and down).
If the unit steps on one of these locations, it moves x units more to the direction it steps on.
If it steps on both, it moves diagonally.

My problem is setting the locations on a unit's left, right, upper, and lower side. ><

Post has been edited 1 time(s), last time on Nov 12 2015, 8:22 pm by QPreach.



None.

Nov 19 2015, 12:33 am Butch Post #2

PROFESSIONAL MAP MAKER

You can do this using a mobile grid.

The way starcraft creates units is predictable. Usually like so:


7..6..5
8..1..4
9..2..3

1 being the center of the location.

So knowing this you can create 1 unit and then create the same unit but for another player and then center a location on it and give it to the same player as the first unit you created. In this way you can go around the player creating units and centering locations. Hope you catch my drift.



None.

Nov 19 2015, 12:49 am Roy Post #3

An artist's depiction of an Extended Unit Death

For a more detailed explanation with images and trigger examples, check the wiki article on mobile grids: http://www.staredit.net/wiki/index.php?title=Grid_Systems#Mobile_Grids

As a bonus, here is a gif I made that shows how to position a location with mobile grids:





Nov 19 2015, 4:17 am Zoan Post #4

Math + Physics + StarCraft = Zoan

Of note here though is that if you constantly (i.e. every trigger cycle) use mobile grids directly on top of a unit, it will slow that unit down, so look out for that.



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

Nov 19 2015, 5:56 pm NudeRaider Post #5

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

Quote from Zoan
Of note here though is that if you constantly (i.e. every trigger cycle) use mobile grids directly on top of a unit, it will slow that unit down, so look out for that.
... which is why you usually follow the unit with the center location and only in the trigger cycle when you actually need the grid create the devourers to space out the remaining 8 locations.




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[09:16 am]
NimoStar -- ever wanted to play melee in installation tileset? Now you can https://staredit.net/topic/18929/
[02:29 am]
Symmetry -- TFW you google a problem and find the answer in a post you made yourself
[01:46 am]
Oh_Man -- How can i change my name here to put [TFE] on the end will thr website let me
[06:02 pm]
Zoan -- of course it isn't full understanding. You could ask "is the mechanism by which this counterexample blows up the ONLY mechanism possible for an initial configuration to blow up?"
[05:48 pm]
Zoan -- ppl do it all the time in PDEs
[05:47 pm]
Zoan -- Heinermann
Heinermann shouted: it also didn't solve that problem but hey as long as the investors are pleased
Constructing a counterexample is answering the question: "Is Navier Stokes well posed?" in the negative
[05:44 pm]
NudeRaider -- I only heard about it, didn't any news article, so what did it do then?
[05:43 pm]
Heinermann -- it also didn't solve that problem but hey as long as the investors are pleased
[05:39 pm]
NudeRaider -- I have no idea tbh. All I know no human was ever able to solve it, but there's at least a few that beat portal ;)
[05:32 pm]
Zoan -- Navier Stokes is not that esoteric I thought
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