Strange results in unit creation

Rushhour

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I got a small script to create the basic layout for the 'maze' but it acts weird in the middle of the map:
Look at the attached image. I added locust to the towers so they aren't automatically moved by creation when the space is too small between them, but still they aren't in the correct position.
JASS:

globals
    constant integer X_LENGTH=14
    constant integer Y_LENGTH=14
    constant real BLOCKER=64.  //half of the towers pathing map size (its the standard guard tower, tested this value by DistanceBetweenUnits )
    
 //   location array center
 //   rect array fields
    
    player mazeowner=Player(4)
    
  //  group DUMMYGROUP=CreateGroup()
endglobals

private function Trig_Field_Actions takes nothing returns nothing
local real factor =400.
local real startX=GetRectMinX(bj_mapInitialPlayableArea)+factor
local real endX=GetRectMaxX(bj_mapInitialPlayableArea)
local real startY=GetRectMaxY(bj_mapInitialPlayableArea)-factor
local real endY=GetRectMinY(bj_mapInitialPlayableArea)

local real x
local real y

local integer modX
local integer modY

set modY=1
set y=startY
loop
set x=startX
set modX=1
    loop
    if y==startY or x==startX or y==startY-Y_LENGTH*2*BLOCKER or x==startX+X_LENGTH*2*BLOCKER or (ModuloInteger(modX,2)==1 and ModuloInteger(modY,2) ==1 )then
        call CreateUnit(mazeowner,'h000',x,y,90.)
//creates a wall on the north west east and south and every two fields in the middle, look at the image
    endif
    set x=x+2*BLOCKER //im constantly adding this, but at the middle it seems to be lower for the game than it really is ?!
    set modX=modX+1
    exitwhen x>startX+X_LENGTH*2*BLOCKER
    endloop
set modY=modY+1
set y=y-2*BLOCKER
exitwhen y<startY-Y_LENGTH*2*BLOCKER
endloop

endfunction
 

Attachments

  • WC3ScrnShot_031810_132906_01.jpg
    WC3ScrnShot_031810_132906_01.jpg
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dudeim

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I think the region in wich you create it is a little bit to small that's why the towers overlap in the middle try making the region a bit larger
 

Troll-Brain

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I've tried your script with the standard tower guard ('htow') and i works fine on a 64*64 map.
But it fails on a 32*32 map like your screen, but remove the locust ability and you will see that dudeim is right.
 

Rushhour

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Well the map is small (32x32, yes), but there is still enough room for the towers.. . will have to use a bigger map and set the camera field. Thanks, but that's strange stuff 0o.
 
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