Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Random Start Location
Random Start Location
This topic is locked. You can no longer write replies here.
Aug 2 2009, 10:57 pm
By: MjrBuzz  

Aug 2 2009, 10:57 pm MjrBuzz Post #1



I need assistance with Start Locations. I am trying to set up so Force 1 (players 1-4) has a random start location amongst 8 possible starting locations. Force 2 (players 5-7) have specific start points and Force 3 (player 8 - computer) has no start location requirement. Each players race needs to be User Selected.

To explain clearly, lets say Force 1 (4 players non-allied) is playing BGH and would spawn in one of the 8 start locations while Force 2 (3 players -allied) is off map with specific objectives. Can this be done so all 7 players race are user selected?

Thanks
-Buzz



None.

Aug 3 2009, 1:50 am XGenesis Post #2



Check the "random start location" box in your "forces" menu. Uncheck it for non random locations.

P.S. If that does not work, you need to place them at a random spot, then use a detection system to detect what race they are (eg. p1 brings 1 hatchery). Then you need to randomize it (switch randomization) and move the units from the start location into the desired starting point. (or remove + recreate)



None.

Aug 3 2009, 1:52 am rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

First off, User Selected means that the buildings will spawn at the start location with 4 workers there.

You need to first detect what race the unit is. To do that, simply have a trigger which detects the hatch/nexus/cc, then removes them and the workers, and sets a DC signifying which race the player is (ie death of cantina 1-3).

Next, you need to randomize the possible start locations. I recommend using a single switch 3 times, to generate a number between 0 and 7. Player 1 gets first pick, player 2 gets the second, etc... If the spot has already been taken, simply redo it. It shouldn't take more than a few triggers.

Now that you have each player 1-4 with its own number, assign them to a certain location and create the respective hatch/nexus/cc with 4 workers at the location. Make sure you make the building first.

Everyone on force 2, if they are user selectable, will spawn with units. If you don't want them on the map, don't make them user selectable.



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

Aug 4 2009, 6:29 am MjrBuzz Post #4



Thanks for the direction guys.. I started the triggers but can't seem to just get them right. Anyone have a minute to take a look at them and let me know where I am going wrong? Attached Trigger txt log.

Thanks
Buzz

Attachments:
Trigger Log.txt
Hits: 3 Size: 11.22kb



None.

Aug 4 2009, 9:21 am Ahli Post #5

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

"Current Player" cannot run triggers.
The following players/groups can run triggers:
  • Player 1-8
  • Force 1-4 (meaning the players inside the force)
  • All Players (meaning players1-8)

All other selectable options do nothing in Starcraft.
They may help to quickly jump inside your triggers to a special position by marking the trigger with a strange ownership like "Foes" and simply selecting foes in the trigger list.




Aug 8 2009, 3:10 am MjrBuzz Post #6



Thanks guys... By using common sense and a little bit of your direction, I have successfully implemented this feature into my map. All 4 teams now randomly spawn amongst the 8 possible spawn points. I still have a long ways to go before completing the map so I'm sure I will be back with more questions.

Thanks again!
Buzz



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[04:46 pm]
Ultraviolet -- @:@
@:@ shouted: this community still going strong?
Still going.. strong is debatable though.
[04:13 pm]
WeirdoX4857 -- I can't believe this is really been around since 2003 but it does look classic and old asf still better than talking to kids on discord ranting about skibidi toilet and sexuality or whatever mental illness is going on in their heads
[04:11 pm]
WeirdoX4857 -- Nigga how you ask is it still going strong when you get a text every 3 miles per hour or something
[04:10 pm]
WeirdoX4857 -- Where is everybody
[01:21 pm]
@:@ -- this community still going strong?
[2026-9-27. : 4:30 pm]
Oh_Man -- yeah, probs
[2026-9-27. : 3:11 pm]
NudeRaider -- I bet it just needs another training session against pros instead of only against itself and nobody will be able to stop it anymore.
[2026-9-27. : 3:09 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: pluto vs pro gamer snow: https://youtu.be/NOXXpATkdZU
so it can be beaten by a prepared pro, even in macro games, if only barely. the muta micro in particular seems really hard to handle for protoss ground though. In the open goons can't catch them, in the base they trip over buildings, it just instantly flies out of storms and they fly circles around archons. Mass cannons do work, but can't cover the whole map with it. Probably need mass corsair to counter and hope you can outmaneuver all the scourge.
[2026-9-27. : 2:14 am]
Oh_Man -- pluto vs pro gamer snow: https://youtu.be/NOXXpATkdZU
[2026-9-27. : 1:14 am]
Symmetry -- https://staredit.net/topic/18932/ check it
Please log in to shout.


Members Online: Ultraviolet