Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Random Weapons
[SOLVED] Random Weapons
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Jul 1 2012, 10:29 pm
By: killer7008  

Jul 1 2012, 10:29 pm killer7008 Post #1



how would i go about makeing a certain amount of items spawn randomly in a set area?



None.

Jul 1 2012, 10:45 pm Roy Post #2

An artist's depiction of an Extended Unit Death

What part of this scenario do you want described? Spawning locations, randomization, or both?

Just as a brief overview, you can set up your spawn points using a grid system (I'd recommend a static grid, if you can afford the units). For randomization, you can go with randomizing switches with a binary count-off system. This combined with static grids works quite well. If Switch 1 is set, give 1 unit from the grid, and if Switch 2 is set, give 2 units from the grid, Switch 3 -> 4 units, etc.

I don't know how much detail you need, but if the reading above is confusing and/or you need a more thorough explanation, just say the word.




Jul 2 2012, 4:40 pm killer7008 Post #3



yes both please and if i wanted the weapons to spawn in a arena say just one area of the map?



None.

Jul 3 2012, 12:47 am Roy Post #4

An artist's depiction of an Extended Unit Death

If you want it for only a specific area of the map, then put your grid system in only that specific area of the map.

Here's something I wrote a long time ago about static grid systems:

Static Grid Tutorial

As for your scenario, I already mentioned that you'll want a binary count-off system for the randomization. For example:

Sample Implementation

You can obviously change around that last trigger to change what items spawn and at what frequency; you won't need to modify the grid system itself once it is in place.

If you don't understand the above implementation, I recommend you revisit the links I provided (grids, binary). If you don't understand grids after that reading, review and follow the tutorial I posted above to get some experience with it, and tinker around with it to see what else you can learn from it. If you're still stumped after all of that, post again what specific confusions you have.

Post has been edited 1 time(s), last time on Jul 28 2012, 2:39 pm by Roy.




Jul 3 2012, 12:53 am killer7008 Post #5



thank you so much for your help, i appreciate it greatly.



None.

Jul 3 2012, 3:28 am Cadia- Post #6



this is very helpful the one thing i dont get is the comment triggers? do you just write Death Counter or what ever????



None.

Jul 3 2012, 3:32 am Roy Post #7

An artist's depiction of an Extended Unit Death

Quote from Cadia-
this is very helpful the one thing i dont get is the comment triggers? do you just write Death Counter or what ever????
Comments are just to describe what the trigger is doing; they aren't needed (and are by some opinions not recommended). You can put whatever you want for them, or not put them at all, and the triggers will still work as expected.

EDIT:
Haha, beat Devlin by 14 seconds!




Jul 3 2012, 3:32 am DevliN Post #8

Woah

Comments are just labels for the triggers. You can put whatever you want there or nothing at all.

EDIT:
Beat me by 14 seconds, you bastard. :P



:devlin: Currently Working On: :devlin:
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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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