Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Mobile Grids that detects N, E, S, W
Mobile Grids that detects N, E, S, W
Apr 21 2017, 4:57 am
By: UnholyUrine  

Apr 21 2017, 4:57 am UnholyUrine Post #1



Hi all, and thanks for helping!

I am trying to create a 1x1 mobile grid which centers a 3x3 grid, and then four 1x1 locations, labeled N, E, S, W, to be centered 1x location respectively for their directions. This is so that I can detect whether a building is to the North/East/South/West of a unit.

Right now, here is my code

The Grid
Players

  • Player 8
  • Conditions

  • Switch("Switch3", set);
  • Actions

  • Comment("The Grid");
  • Preserve Trigger();
  • Set Switch("Switch3", clear);
  • Remove Unit At Location("Player 8", "Zerg Scourge", All, "Grid");
  • Create Unit("Player 11", "Zerg Scourge", 1, "Grid");
  • Create Unit("Player 11", "Protoss Observer", 1, "Grid");
  • Create Unit("Player 11", "Zerg Scourge", 1, "Grid");
  • Create Unit("Player 11", "Protoss Observer", 1, "Grid");
  • Create Unit("Player 11", "Zerg Scourge", 1, "Grid");
  • Create Unit("Player 11", "Protoss Observer", 1, "Grid");
  • Create Unit("Player 11", "Zerg Scourge", 1, "Grid");
  • Create Unit("Player 11", "Protoss Observer", 1, "Grid");
  • Create Unit("Player 11", "Zerg Scourge", 1, "Grid");
  • Move Location("Player 11", "Zerg Scourge", "Grid", "W");
  • Remove Unit At Location("Player 11", "Zerg Scourge", 1, "Grid");
  • Remove Unit At Location("Player 11", "Protoss Observer", 2, "Grid");
  • Move Location("Player 11", "Zerg Scourge", "Grid", "N");
  • Remove Unit At Location("Player 11", "Zerg Scourge", 1, "Grid");
  • Move Location("Player 11", "Zerg Scourge", "Grid", "S");
  • Remove Unit At Location("Player 11", "Zerg Scourge", 2, "Grid");
  • Move Location("Player 11", "Zerg Scourge", "Grid", "E");
  • Remove Unit At Location("Player 11", "Zerg Scourge", 1, "Grid");
  • Remove Unit At Location("Player 11", "Protoss Observer", 2, "Grid");


  • I have a set of triggers that creates and kills probes at the N, E, S, W locations, but when I activate the switch, the probes are not exploding at a nice North East South West pattern. They seem to be bunched up, meaning the locations are not centered on the right units.

    Can anyone help? I am unfamiliar with mobile grids in which the grid, and the directions within it must never fail.

    Thanks



    None.

    Apr 21 2017, 5:15 am Zoan Post #2

    Math + Physics + StarCraft = Zoan

    Maybe remove is removing the units in with an incorrect "prioritization" or whatever?

    Try setting up the N E S W locations as you are first creating the Scourges and Observers, maybe that would get it to work.

    Edit: Oh wait, one thing about mobile grids that I just remembered:

    I thought you always create the last unit for a different player (e.g. Player 12) and then move locations onto that player's unit.

    Then at the end you remove units for both players (P11 and P12).

    Also, maybe I'm crazy, but can you create units for Neutral Players directly?



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    Apr 21 2017, 5:48 am Oh_Man Post #3

    Find Me On Discord (Brood War UMS Community & Staredit Network)

    You cant create units for extended playere. You have to do 1-8 then use give.




    Apr 21 2017, 6:12 am UnholyUrine Post #4



    Quote from Oh_Man
    You cant create units for extended playere. You have to do 1-8 then use give.
    Oh for fucks sake.
    Yeah it's working now. Thanks



    None.

    Apr 21 2017, 8:17 am Oh_Man Post #5

    Find Me On Discord (Brood War UMS Community & Staredit Network)

    Google SEN quirks and nuances and favourite that shit. It's handy af for remembering all the weirdness of triggers.

    http://www.staredit.net/wiki/index.php?title=Quirks_and_nuances




    Apr 21 2017, 9:35 am theskinsurf Post #6



    Quote from Oh_Man
    Google SEN quirks and nuances and favourite that shit. It's handy af for remembering all the weirdness of triggers.

    http://www.staredit.net/wiki/index.php?title=Quirks_and_nuances

    that's incredibly useful.



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    [04:56 am]
    Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
    [04:26 am]
    Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
    [04:25 am]
    Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
    [06:15 pm]
    Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
    [03:47 pm]
    NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
    [03:43 pm]
    NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
    [2026-6-19. : 9:57 am]
    Oh_Man -- makes me wonder if SEN knows anything about the topic
    [2026-6-19. : 9:57 am]
    Oh_Man -- artosis dropped pretty interesting vid: https://youtu.be/EqZHB8Blra4
    [2026-6-18. : 5:01 pm]
    Ultraviolet -- :wob:
    [2026-6-17. : 6:15 am]
    RexyRex -- :wob:
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