Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Spawn system is failing
Spawn system is failing
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Feb 21 2009, 3:22 am
By: ForTheSwarm  

Feb 21 2009, 3:22 am ForTheSwarm Post #1



So my RPG that I'm working on has a spawn system for both the allied town and the enemy town (kinda like an AoS). A spawn location cycles through each spawn building on each side, and creates units.

The problem is, one of the buildings is never given back, while others are. This is confusing me greatly. Anyone know what might be causing it?

The attached map has ALL of the spawn related triggers in players 4 & 6.



None.

Feb 21 2009, 4:19 am Vrael Post #2



After your buildings are all given back, the "Caliga Spawns" location is still centered on a gateway. The trigger to center them on all the gateways might not run, but if you reset your deaths of Zerg Hive to 1 without moving the "Caliga Spawns" location, it will give back whatever gateway it is centered on anyway.



None.

Feb 21 2009, 3:15 pm ForTheSwarm Post #3



It's still centered on a gateway? It should be centered on a hatchery. I don't get what you're trying to say. :(



None.

Feb 21 2009, 10:25 pm Vrael Post #4



Basically, your triggers work like this:
Center on a gateway
Spawn at gateway, give gateway to another play
goto next gateway
repeat until no gateways left.
center on hatch
spawn
goto next hatch
repeat

At the end of this cycle, the spawn location will still be centered on a building, since there aren't any actions that move it else where when the spawn cycles are done. Whatever building it is centered on might be the building that is given to the other player. Just a theory, you can check it.



None.

Feb 22 2009, 12:59 am ForTheSwarm Post #5



Thanks! That was the problem.

This can be locked now.



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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 Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it.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.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 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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