Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Random Spawn Loctaions?
Random Spawn Loctaions?
Oct 11 2008, 4:13 pm
By: Hug A Zergling  

Oct 11 2008, 4:13 pm Hug A Zergling Post #1



What is the best way to have a player's unit spawn at a random beacon? there will be like, lets say 4 beacons in the map, but I don't want it to spawn at the same one every time. Whats the easiest way to do this?



None.

Oct 11 2008, 4:39 pm Devourer Post #2

Hello

Sou.... one location, named X, you make over one of the 4 beacon
HINT: so you always only have to spawn the units at X
2 Triggers:

Condition: PLAYER brings at least one Beacon to X
Action: Preverse Trigger
Action: Give BEACON at X from PLAYER to ANOTHER PLAYER [same colored would be great]
Action: Center Location labeld X on BEACON to PLAYER

Condition: PLAYER commands exaclty 0 Beacons
Action: Preverse Trigger
Action: Give all Beacon from ANOTHER PLAYER to PLAYER


that's it^^
hope this helps



Please report errors in the Staredit.Network forum.

Oct 11 2008, 5:33 pm Falkoner Post #3



Or you can use Switch Randomization to pick a random number between 1 and 4.



None.

Oct 11 2008, 6:31 pm Devourer Post #4

Hello

Quote from Falkoner
Or you can use Switch Randomization to pick a random number between 1 and 4.
y, but that would require more locations and strings ^^
and at my system you are able to add as much beacons as you want during the mapping ^^



Please report errors in the Staredit.Network forum.

Oct 11 2008, 7:02 pm Falkoner Post #5



It wouldn't be random though, I could easily look at it and tell which beacon I am going to.

If he wants to change it, he can use Death Count Randomization instead.



None.

Oct 11 2008, 7:22 pm Devourer Post #6

Hello

Quote from Falkoner
It wouldn't be random though, I could easily look at it and tell which beacon I am going to.

If he wants to change it, he can use Death Count Randomization instead.

you mean the my system??
with hyper triggers its working such fast that you'll never be able to see when you spawn where....



Please report errors in the Staredit.Network forum.

Oct 11 2008, 7:26 pm Falkoner Post #7



Your system looks nothing like that, your system would just go to the next beacon that would be centered on.



None.

Oct 11 2008, 7:27 pm Devourer Post #8

Hello

Quote from Falkoner
Your system looks nothing like that, your system would just go to the next beacon that would be centered on.
and? there is no problem!
what the heck are you talking about... it IS random



Please report errors in the Staredit.Network forum.

Oct 11 2008, 7:29 pm Falkoner Post #9



No, it's not, it goes from left to right, and then from lowest Unit ID to highest.



None.

Oct 11 2008, 7:30 pm Devourer Post #10

Hello

lol....
if all units are placed per trigger at same time, they spawn at the same beacon, if not [for example to "Join" you have to move a unit to a right part, like a switch] it is totally random....



Please report errors in the Staredit.Network forum.

Oct 11 2008, 7:37 pm Falkoner Post #11



No, it's not completely random, it will be the same every single game..



None.

Oct 11 2008, 9:49 pm NudeRaider Post #12

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

Falk, i think you don't get what he's doing. You seem to think that he only changes beacons when there should be a unit spawned.

But instead he cycles through the beacons all the time. That means when the spawning is triggered by a fixed time, like death counter is 100, elapsed time is 10seconds, or something like that then you're right it would always be the same.
But when it's triggered by things like player input, brings a unit to X or unit Y has died, then it would indeed be random.

Add hypertriggers and it works so fast that there's no way for you to predict the outcome.

A combination of the 2 methods would probably be the most efficient:
Change Condition: PLAYER brings at least one Beacon to X
To Condition: Switch 1 is set (when the switch is not renamed there's no string used)
Plus: a trigger that always randomizes switch 1




Oct 12 2008, 9:04 pm Hug A Zergling Post #13



So...which is the best method?



None.

Oct 12 2008, 11:01 pm NudeRaider Post #14

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

Quote from Hug A Zergling
So...which is the best method?

Quote from NudeRaider
A combination of the 2 methods would probably be the most efficient:
Change Condition: PLAYER brings at least one Beacon to X
To Condition: Switch 1 is set (when the switch is not renamed there's no string used)
Plus: a trigger that always randomizes switch 1





Oct 13 2008, 12:25 am Falkoner Post #15



Quote
Falk, i think you don't get what he's doing. You seem to think that he only changes beacons when there should be a unit spawned.

But instead he cycles through the beacons all the time. That means when the spawning is triggered by a fixed time, like death counter is 100, elapsed time is 10seconds, or something like that then you're right it would always be the same.
But when it's triggered by things like player input, brings a unit to X or unit Y has died, then it would indeed be random.

Add hypertriggers and it works so fast that there's no way for you to predict the outcome.

A combination of the 2 methods would probably be the most efficient:
Change Condition: PLAYER brings at least one Beacon to X
To Condition: Switch 1 is set (when the switch is not renamed there's no string used)
Plus: a trigger that always randomizes switch 1

That creates WAY more lag than my idea, and it will cause a deselect when you click the beacons, not to mention if you click them, your unit will stop walking to them, when it transfers players. There is no need to constantly randomize the switches, if you're going switches at all, then just do it the way I said originally.



None.

Oct 13 2008, 12:46 am Hug A Zergling Post #16



Do I use Falk's or a combination of both...? :-_-:



None.

Oct 13 2008, 1:20 am Falkoner Post #17



I would go with mine, the method of giving the beacons causes problems since they would be deselected, if you desperately are trying to save locations, you could place burrowed units under the beacons and do a mix, giving the burrowed units instead of the beacons, so it doesn't deselect.



None.

Oct 13 2008, 9:15 am NudeRaider Post #18

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

Quote from Hug A Zergling
Do I use Falk's or a combination of both...? :-_-:
Look, around here it is allowed to use the own brain. We were discussing the advantages and disadvantages, so you can decide which fits your needs best. We don't know your map, so the decision is yours to make.




Oct 13 2008, 9:19 am Riney Post #19

Thigh high affectionado

Probably the best answer here. Expermenting always yeilds some kind of result in your map, toy with it. But Switch randomization would be the way I would go. But my opionion isnt welcome in this conversation :shifty:



.riney on Discord.
Riney on Steam (Steam)
@RineyCat on Twitter

Sure I didn't pop off on SCBW like I wanted to, but I won VRChat. Map maker for life.

Oct 14 2008, 3:46 pm Zhuinden Post #20



You could always put burrowed units under the beacon, and a death count randomizator. When 0 death, move location to this unit here. When 1 death, move location to the other unit there. Though, Computer slots and P12 are the ones that are surely available for use, unless the computer has to have Burrow...



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[02:13 pm]
Vrael -- pee poo sibling
[2026-6-28. : 7:00 pm]
Symmetry -- poo poo papa
[2026-6-28. : 2:46 pm]
lil-Inferno -- pee pee child
[2026-6-27. : 6:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 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
[2026-6-21. : 4:26 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?
Please log in to shout.


Members Online: Sie_Sayoka, Praetor