I'm making yet another map, and I can't figure how to make a trigger that I need (well, actually a large combination of triggers). I'm making a Zergling Blood type map, and want random start locations for all but one of the players. I've already set that player into its own Force listing, but here's where my problem occurs. I want everyone to have an Anti-Camper, but I also have to make a trigger so a lot of beacons and other such devices appear. How do I go about creating so, let's say only four people want to play. One of them will be in the separate force, while the other three are all in one. How could I guarantee those other three players will randomly start and still have the Anti-Camper, so all their respective beacons will be triggered in when the game first starts. I have a Mass Mover area and such, but since I don't know how the game will start, I'm completely lost as to how so set up all the various locations. I was planning on having a trigger along the lines of:
Condition:Player One brings 1 Anti-Camper at (see, now I don't know the location to use, since it's all randomly placed).
Action:Create 1 Attack to (Color) at Attack to Player One (where Player One is the name of the base) for Player One.
*Insert other various triggers and the like.*
I guess, in a nutshell, what I'm trying to say is:
How do I guarantee that with the Random Start Location on, I'll have an Anti-Camper appear at the person's specified base.
I'm terribly sorry this is so confusing, but I couldn't word it any other way. Thanks in advance.
Say its player 1 2 and 3 with random start locations. Just put an anticamper in 3 spots and a beacon in those corresponding spots. Then just trigger it without worrying about what colour it is. The spawning triggers could be set for just player 1, creating 1 unit at their spot. The thing about random start locations is that they keep all the units from staredit, and triggers, its just random which player goes where (slots don't matter before game).
When you use random start locations, the player colors will also be random.
I'm not quite sure I understand what you mean. You want one force to be made up of random start locations, and another force with one slot so that whoever is that Force will always start in the same spot. I don't really see what the problem is. Just preplace the mass attack beacons for Force 1. Could you please explain a little better what the problem is.
The thing is though, if I place an Anti-Camper at every needed base location, they'll appear there regardless of how many people are in the game. Unless, could I somehow do it using P12 Mode? And I can't preplace the beacons, because they'll appear even if the people aren't playing. Won't they?
If you place them for each player, if that player isn't present, those beacons will not show up. Like say you place one beacon for p1, one beacon for P2, one for P3, one for P4. Now someone makes and game and only P2 and P4 are present, all beacons placed for P1 and P2 will disapear without any triggers needed.
Alright, but what about this:
In my terrain design, I've got seven bases. Three on the left side of the map, three on the right side of the map, and the one player that doesn't move, that's at the bottom center of the map. For the bases along both sides, I have them labelled from up to down, left to right, in this order: (The "|" are to keep the names separated).
Player One | | | | | | | Player Four
Player Two | | | | | | | Player Five
Player Three | | | | | | Player Six
Player Seven is in the space between Player Three and Player Six.
The Player (number) are not the real players, but the names of the bases. So, for example, Player One is Red (the true conversion from Xtra Editor). If I place an Anti-Camper for Red at Player One, he'll have an Anti-Camper there when the game starts. However, since it's random start locations, couldn't Red be in Player Six, with his Anti-Camper in Player One? Or if I placed an Anti-Camper at every base location, would they revert to the color of the base owner.
With the Mass Mover beacon deal, I've got this setup:
(Anything in parenthesis is the base name)
Attack to (Player One) | | | | Attack to Center | | | | | | Attack to (Player Four)
Attack to (Player Two) | | | | Mass Mover Spawn | | | | | Attack to (Player Five)
Attack to (Player Three) | | | Attack to (Player Seven) | Attack to (Player Six)
Keep in mind White (or Player Seven in this case) will always be in the bottom center base area.
Once again, for the sake of example, Player One will be Red. If I put a beacon for Red at the "Attack to (Player One)" location, but Red appears in (Player Five), will the beacon switch positions, and will its color change?
The first picture is the base layout, the second picture is the Mass Mover layout, and they both correspond to each other.
Once again, thanks in advance. And sorry I'm making this harder than it probably has to be.
If you place a beacon for Player One in staredit and then the person in slot 1 (who would be Player 1 without random start locations checked) becomes Player 6, he will become Player 6. All units placed for Player 6 will become his, and if noone is Player 1, then all units placed for Player 1 will disappear. Random start location randomly selects which player in that force you will be. It doesn't randomly select your start location only, it selects your start location and all units owned by the same player who owns that start location.
OH! Alright. Thank you very much. You have no idea how much time you've just saved me. Well, you probably do. Thanks again.
Also, I want the Anti-Campers to be able to walk only a certain amount of area, but then be moved back to the center of the player's base. How could I go about doing that?
I thought I explained about units following players
Just make a location the size you want the anti-camp to be able to move with its center where it should move back to for each player. Then when the game starts run this:
Center location (p1campi) on anticamp owned by p1 at anywhere
Center location (p2campi) on anticamp owned by p2 at anywhere
Center location (p3campi) on anticamp owned by p3 at anywhere
etc.
This deals with random start locations.
Players: P1
CONDITIONS:
Bring- p1 brings exactly 0 anticamp to (p1campy)
ACTIONS:
Move- move anticamp to location (p1campy)
preserve trigger
You might also want to set a switch at this point. If the player brings 0 anticamp to the location and the switch is set (indicating the trigger has fired) there may be units blocking it. The next trigger deals with that
Switch is set
bring-p1 brings exactly 0 anticamp to (p1campy)
ACTIONS:
move all any unit at (p1campy) to (i don't know, maybe p1's spawn point if its far away, maybe the middle of the map)
move anticamp to (p1campy)
clear switch
and
Switch is set
bring-p1 brings at least 1 anticamp to (p1campy)
ACTIONS:
clear switch