Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Random Start Location
Random Start Location
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Aug 2 2009, 10:57 pm
By: MjrBuzz  

Aug 2 2009, 10:57 pm MjrBuzz Post #1



I need assistance with Start Locations. I am trying to set up so Force 1 (players 1-4) has a random start location amongst 8 possible starting locations. Force 2 (players 5-7) have specific start points and Force 3 (player 8 - computer) has no start location requirement. Each players race needs to be User Selected.

To explain clearly, lets say Force 1 (4 players non-allied) is playing BGH and would spawn in one of the 8 start locations while Force 2 (3 players -allied) is off map with specific objectives. Can this be done so all 7 players race are user selected?

Thanks
-Buzz



None.

Aug 3 2009, 1:50 am XGenesis Post #2



Check the "random start location" box in your "forces" menu. Uncheck it for non random locations.

P.S. If that does not work, you need to place them at a random spot, then use a detection system to detect what race they are (eg. p1 brings 1 hatchery). Then you need to randomize it (switch randomization) and move the units from the start location into the desired starting point. (or remove + recreate)



None.

Aug 3 2009, 1:52 am rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

First off, User Selected means that the buildings will spawn at the start location with 4 workers there.

You need to first detect what race the unit is. To do that, simply have a trigger which detects the hatch/nexus/cc, then removes them and the workers, and sets a DC signifying which race the player is (ie death of cantina 1-3).

Next, you need to randomize the possible start locations. I recommend using a single switch 3 times, to generate a number between 0 and 7. Player 1 gets first pick, player 2 gets the second, etc... If the spot has already been taken, simply redo it. It shouldn't take more than a few triggers.

Now that you have each player 1-4 with its own number, assign them to a certain location and create the respective hatch/nexus/cc with 4 workers at the location. Make sure you make the building first.

Everyone on force 2, if they are user selectable, will spawn with units. If you don't want them on the map, don't make them user selectable.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Aug 4 2009, 6:29 am MjrBuzz Post #4



Thanks for the direction guys.. I started the triggers but can't seem to just get them right. Anyone have a minute to take a look at them and let me know where I am going wrong? Attached Trigger txt log.

Thanks
Buzz

Attachments:
Trigger Log.txt
Hits: 3 Size: 11.22kb



None.

Aug 4 2009, 9:21 am Ahli Post #5

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

"Current Player" cannot run triggers.
The following players/groups can run triggers:
  • Player 1-8
  • Force 1-4 (meaning the players inside the force)
  • All Players (meaning players1-8)

All other selectable options do nothing in Starcraft.
They may help to quickly jump inside your triggers to a special position by marking the trigger with a strange ownership like "Foes" and simply selecting foes in the trigger list.




Aug 8 2009, 3:10 am MjrBuzz Post #6



Thanks guys... By using common sense and a little bit of your direction, I have successfully implemented this feature into my map. All 4 teams now randomly spawn amongst the 8 possible spawn points. I still have a long ways to go before completing the map so I'm sure I will be back with more questions.

Thanks again!
Buzz



None.

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