Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Random Murderer/Alien/Evil Guy
Random Murderer/Alien/Evil Guy
Aug 25 2008, 11:32 pm
By: XShooterX  

Aug 27 2008, 2:25 pm XShooterX Post #21



Can i make it at start of the game it randomizes the switches and w/e they are set too it picks the right player? or would it fail?



None.

Aug 27 2008, 3:53 pm rockz Post #22

ᴄʜᴇᴇsᴇ ɪᴛ!

You could use Nude's method, then have everyone start in the same location, with the murderer somewhere else.

It's probably just easier to do a randomized death counter with random start locations.



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

Aug 27 2008, 7:07 pm Falkoner Post #23



If you randomize the switches there is the chance they could pick a non-existant player, you could rerandomize until you get a valid player though.



None.

Aug 27 2008, 7:38 pm Viett Post #24



It's not really urgent that the triggers finish in one run. With 3 players, in one game second, there is a 99.7% chance that a player will be chosen. Also, you can hold the progression of triggers with conditions until someone is chosen. You can see this concept in the Christmas Map I made, which randomizes gifts depending on how many players there are. It randomizes up to 8 gifts in less than a second almost every time.

http://www.staredit.net/files/714/



None.

Aug 27 2008, 9:20 pm XShooterX Post #25



Quote from Falkoner
If you randomize the switches there is the chance they could pick a non-existant player, you could rerandomize until you get a valid player though.
how is this possible?



None.

Aug 27 2008, 11:15 pm Viett Post #26



Here is a snippet from Phantom BGH Classic. Be careful you don't Randomize, then check for P1, randomize again, check for P2, etc. This will cause the first few players to have a greater chance than the others.

Code
//> Choose Phantom
// 3 Switches for 8 combinations. Khalis Crystal ensures one randomization per trigger cycle.
Trigger("All players"){
Conditions:
    Elapsed Time(At least, 77);
    Deaths("All players", "Goliath Turret", Exactly, 0);
    Switch("Switch6", not set);
    Deaths("All players", "Khalis Crystal", Exactly, 0);

Actions:
    Set Switch("Switch1", randomize);
    Set Switch("Switch2", randomize);
    Set Switch("Switch3", randomize);
    Set Deaths("All players", "Khalis Crystal", Set To, 1);
    Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
    Switch("Switch1", not set);
    Switch("Switch2", not set);
    Switch("Switch3", not set);
    Elapsed Time(At least, 77);

Actions:
    Set Deaths("Current Player", "Goliath Turret", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
    Switch("Switch1", set);
    Switch("Switch2", not set);
    Switch("Switch3", not set);
    Elapsed Time(At least, 77);

Actions:
    Set Deaths("Current Player", "Goliath Turret", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
    Switch("Switch1", not set);
    Switch("Switch2", set);
    Switch("Switch3", not set);
    Elapsed Time(At least, 77);

Actions:
    Set Deaths("Current Player", "Goliath Turret", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("Player 4"){
Conditions:
    Switch("Switch1", set);
    Switch("Switch2", set);
    Switch("Switch3", not set);
    Elapsed Time(At least, 77);

Actions:
    Set Deaths("Current Player", "Goliath Turret", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("Player 5"){
Conditions:
    Switch("Switch1", not set);
    Switch("Switch2", not set);
    Switch("Switch3", set);
    Elapsed Time(At least, 77);

Actions:
    Set Deaths("Current Player", "Goliath Turret", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("Player 6"){
Conditions:
    Switch("Switch1", set);
    Switch("Switch2", not set);
    Switch("Switch3", set);
    Elapsed Time(At least, 77);

Actions:
    Set Deaths("Current Player", "Goliath Turret", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("Player 7"){
Conditions:
    Switch("Switch1", not set);
    Switch("Switch2", set);
    Switch("Switch3", set);
    Elapsed Time(At least, 77);

Actions:
    Set Deaths("Current Player", "Goliath Turret", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
    Switch("Switch1", set);
    Switch("Switch2", set);
    Switch("Switch3", set);
    Elapsed Time(At least, 77);

Actions:
    Set Deaths("Current Player", "Goliath Turret", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
    Deaths("Current Player", "Khalis Crystal", Exactly, 1);

Actions:
    Set Deaths("Current Player", "Khalis Crystal", Set To, 0);
    Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
    Deaths("All players", "Goliath Turret", Exactly, 1);
    Deaths("Current Player", "Goliath Turret", Exactly, 0);

Actions:
    Display Text Message(Always Display, "The Phantom has been chosen. Gather your wits and prepare for battle!");
    Play WAV("sound\\Zerg\\LURKER\\ZLuPss03.WAV", 0);
    Set Deaths("All players", "Nuclear Missile", Add, 1);
    Set Switch("Switch6", set);
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
    Deaths("Current Player", "Goliath Turret", Exactly, 1);

Actions:
    Display Text Message(Always Display, "\x013\x006YOU ARE THE PHANTOM - KILL THEM ALL!");
    Play WAV("sound\\Zerg\\Hydra\\ZHyPss00.WAV", 0);
    Set Deaths("All players", "Nuclear Missile", Add, 1);
    Set Switch("Switch6", set);
}

//-----------------------------------------------------------------//
//<





Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[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
Please log in to shout.


Members Online: IskatuMesk, jun3hong