Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Spawning Problem
Spawning Problem
Jan 10 2008, 1:45 am
By: Craftstar2  

Jan 10 2008, 1:45 am Craftstar2 Post #1



Ok i have a spawning problem in a CTF map that i am making. I am trying to have randomized spawns. Somewhere in the map, i have a protoss probe owned by P12. I'm using hyper triggers that everyone owns as this is a 4vs4 map. Because of this, i can't use wait triggers.
Quote
Trigger 1

Condition:
Current player brings exactly 0 men to 'battlefield'
Current player suffered exactly 0 deaths of Terran Command Center.

Actions:
Modify death counter for current player: Set to 40 for command center.
Preserve Trigger

Quote
Trigger2

Conditions:
Current player suffered at most 40 deaths of Command Center
Current player suffered at least 2 deaths of command center.

Actions:
Modify death count for Current player: subtract 1 for command center
Preserve Trigger

Here are my randomized spawn triggers:
Quote
Conditions:
Current player suffers exactly 1 deaths of Command Center.
All players bring at least 1 protoss probe to 'A1'
Current player brings exactly 0 men to 'battlefield'

Actions:
Create one Marine at 'Respawn1' for Current player.
Modify death count for current player: Set to 0 for men
Modify death count for current player: Set to 0 for command center.
Preserve Trigger.

Quote
Conditions:
Current player suffers exactly 1 deaths of Command Center.
All players bring at least 1 protoss probe to 'A2'
Current player brings exactly 0 men to 'battlefield'

Actions:
Create one Marine at 'Respawn2' for Current player.
Modify death count for current player: Set to 0 for men
Modify death count for current player: Set to 0 for command center.
Preserve Trigger.

Quote
Conditions:
Current player suffers exactly 1 deaths of Command Center.
All players bring at least 1 protoss probe to 'A3'
Current player brings exactly 0 men to 'battlefield'

Actions:
Create one Marine at 'Respawn3' for Current player.
Modify death count for current player: Set to 0 for men
Modify death count for current player: Set to 0 for command center.
Preserve Trigger.

And here's the probe owned by P12 that is being moved.

Quote
Conditions:
All players bring at least 1 protoss probe to A1

Actions:
Move all protoss probe for all players at A1 to A2.
Preserve Trigger

Quote
Conditions:
All players bring at least 1 protoss probe to A2

Actions:
Move all protoss probe for all players at A2 to A3.
Preserve Trigger

Quote
Conditions:
All players bring at least 1 protoss probe to A3

Actions:
Move all protoss probe for all players at A3 to A1.
Preserve Trigger

So this is somewhat like what i used for this map. However, it doesn't spawn for some reason. Can anyone help me?

Much appreciated.



None.

Jan 10 2008, 1:57 am Conspiracy Post #2



EDIT: What I said is stupid.

Try "Neutral" or "Neutral Players".



None.

Jan 10 2008, 2:05 am Craftstar2 Post #3



Nope that doesn't work :(



None.

Jan 10 2008, 9:41 am NudeRaider Post #4

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

Drones of P12 will not comply to orders. And AFAIK they will even stop when they are given a moving unit. You could
1. ) try giving the drone to P1, order it, wait 0 ms, then give it to P9.
2. ) Or, if that doesn't work too, - imo a much better method, if you don't need visualization of the randomization - just use a constantly repeating dc. e.g. 4 spawn points, count from 0-3 then restart and place the heros dependent on the dc value.
3. ) If you DO need visualization, use a leaderboard with custom score, the countdown timer (potentially buggy without hypers), or one of the resources.




Jan 11 2008, 1:02 am Craftstar2 Post #5



Ok thanks i'll try the DC method.



None.

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[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
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