Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Dropship Spawn Method
Dropship Spawn Method
Dec 11 2007, 8:02 am
By: Moskau  

Dec 11 2007, 8:02 am Moskau Post #1



Well as the title says, Dropship Spawn Method i simply just do not know how to do it.
What i'm trying to do:
Players have a Protoss Shuttle, When Unit Drops Out It Takes Away Cash Then Spawns a Unit at the Spawn Zone
Can someone lend me a hand? :dontgetit:



None.

Dec 11 2007, 9:29 am NudeRaider Post #2

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

When you think about it its very logical:

Always Center a location 'drop' on the dropship that covers ground only.

Detection Trigger:
Conditions:
Current Player brings a least 1 Marine to 'drop'
Current Player has gathered at least 100 Minerals
Actions:
Execute ai script 'Enter closest dropship' at 'drop'
Create 1 Jim Raynor for Current Player at 'spawn'
Subtract 100 Minerals for Current Player
Preserve

Make a similar trigger when he has not enough minerals which doesn't subtract minerals and doesnt spawn a jim raynor.

This works best with hypertriggers.
To make it more reliable always order the dropship to 'drop' (no need to recenter 'drop' in this case) and surround the drop zone with unwalkable terrain.




Dec 11 2007, 10:01 pm Moskau Post #3



Thank you so much ^^
Much Appretiated :}



None.

Dec 12 2007, 12:20 am who Post #4



It also helps for the trigger only to execute if a switch/death counter is cleared, and set it after executing the ai script (because the trigger can sometimes fire multiple times from my experience). Then have a separate trigger that clears the switch if the player brings 0 units to the drop location.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[07:00 pm]
Symmetry -- poo poo papa
[02:46 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?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
Please log in to shout.


Members Online: Roy, Prankenstein