Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Location alignment
Location alignment
Jun 5 2008, 11:04 am
By: NudeRaider  

Jun 5 2008, 11:04 am NudeRaider Post #1

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

I'm trying to do something pretty simple:
I want to replace a 4x3 terran building (e.g. Rax) with a 3x2 zerg building (e.g. Pool).
When I do it there occasionally are unplaceable errors because there can be ground (and air) units next to it.

Simple fix: center a large location on the Rax and teleport all nearby units somewhere else (and back after creation).
BUT: There can be quite a few units nearby and I want to waste minimal space on a corner reserved as temporary location.

That's why I thought about moving a small location to the top and left edge of the Rax and only move the relevant units, which are - as I found out - only the ones directly on top or to the left of (touching) the Rax.

The problem with that is, that there can be ground and air units so I cannot use a mobile grid for the displacement to the left/top. Ideas?

Other possibly restricting factors:
- The map can get close to the unit max., so I'd like to keep extra units as few as possible
- The process has to be instantly.




Jun 5 2008, 2:14 pm Kenoli Post #2



The amount of units you'd potentially need to move is very small. I imagine a 4x4 area would be more than adequate. Surely you have enough room for that.

Besides being practically impossible, grabbing only the units on the top/left edges wouldn't help much anyway.

I can think of one way you could avoid getting units from the bottom edge though. After removing the 4x3 building, create an addon in its place. Addons can be created right on top of ground units.
It would be created like this:


You could then move a 4x2 location to the addon, and move the units from there.



None.

Jun 5 2008, 2:54 pm Falkoner Post #3



You don't even REALLY need a temporary location, you just have to move them somewhere else, do the triggers, then move them back, all in the same trigger, so if there's an area that you know will always be empty, you can move them there.



None.

Jun 5 2008, 4:31 pm Kenoli Post #4



What do you think a temporary location is?



None.

Jun 5 2008, 4:40 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

Oh, didn't know I can place extensions on top of units. That's nice!
Thx, I got it figured.

Quote from Falkoner
You don't even REALLY need a temporary location, you just have to move them somewhere else, do the triggers, then move them back, all in the same trigger, so if there's an area that you know will always be empty, you can move them there.
But there is no such location. I have to make a seperate area that I keep clean via triggers.




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