Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Randomizing Race
Randomizing Race
Dec 10 2009, 3:25 am
By: l3lack-l3ahamut  

Dec 10 2009, 3:25 am l3lack-l3ahamut Post #1



The objective is to have 6 human players with randomized races, which is easy enough. However I want there to be a maximum of only 2 players per race. I already have 1 way to do this in my head. However I think it will potentially take too long, even with hyper triggers.

Basically my current method would be to randomize then check if there is already 2 players with the current race... if not then it's no problem. Once it gets down to the last player or two I think there is a chance that it could take a while to randomize them into the correct spots if they keep getting the already 'full' races.

Just looking for some other ideas on how to do this as quickly as possible.



None.

Dec 10 2009, 3:29 am Biophysicist Post #2



That would be the best way to do it. It wouldn't take too long, especially if you had multiple randomizations per trigger cycle.



None.

Dec 10 2009, 3:32 am CecilSunkure Post #3



I would have a dc that represents starting locations. 0 = first start location; 1 = second, and so on. Then have each player randomize which amount they land on. Just do this with single switch randomization; add 1, two, and three death counts with the three triggers. There is a wiki article on single switch randomization. If you don't know what it is, and you'd like to know, I can tell you if it isn't in the wiki.

Just have the first person land on a random DC, place them at a location, then repeat for each player. Have a single trigger per 6 start locations that resets the randomizer if someone is already there.

This system is fairly simple, and should take about 20 triggers in all.

It should take on average 14.7 trigger cycles, which is about 1.225 seconds ^^

Post has been edited 1 time(s), last time on Dec 10 2009, 3:39 am by CecilSunkure.



None.

Dec 10 2009, 4:08 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

triggers

it takes no time to randomize. You'd probably use a different unit, but you can also use a death count (use terran/toss/zerg marker) of player 8 and current player. The current player dictates the race, and the player 8 determines the total number.

Edit: fixed triggers. It -sorta- worked before. Now it actually works.

Post has been edited 1 time(s), last time on Dec 10 2009, 4:20 am by rockz.



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

Dec 10 2009, 5:27 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

Why not fix the player slots at 2T, 2P, and 2Z and activate random start locations?




Dec 10 2009, 5:34 pm l3lack-l3ahamut Post #6



Sweet, great idea. I knew there had to be a simpler answer, just couldn't put my finger on it. Thanks for all the ideas guys.



None.

Dec 11 2009, 12:56 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

FYI, you can't have 2 forces then. They all have to be on one force.



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

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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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