OK, its like this, I have the game set up like in xuru rpg where the battles are off to the side, but instead of haveing units junkyarding around I want it to be where if someone steps on a certain location, it randomly spawns a unit at the battle area Please Help!
You can use the random placing triggers in my 'morphs' map. Link in sig. It'd be the second half of the triggers.
Those will give you random non-hero units, including spellcasters, civilian units etc. If you want to remove one, just delete that trigger. But copy and past before editing it. And don't forget to remove the "create p[player number]" switch condition, and replace it with your own conditions, and also don't forget to copy the randomizing trigger, too. And to remove the display message action.
QUOTE(Laser_Dude @ Feb 7 2007, 06:42 PM)
You can use the random placing triggers in my 'morphs' map. Link in sig. It'd be the second half of the triggers.
Those will give you random non-hero units, including spellcasters, civilian units etc. If you want to remove one, just delete that trigger. But copy and past before editing it. And don't forget to remove the "create p[player number]" switch condition, and replace it with your own conditions, and also don't forget to copy the randomizing trigger, too. And to remove the display message action.
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thanks a lot for the triggers
ill be sure to credit you in my map too.
No problem.
If you want me to, I'll explain the triggers to you. And you'll have to edit them to fit your needs, too.
Well your suppose to look in the tutorials on SEN. Theres also a map in Experimental maps containing the triggers for actually making random battles. Ill get the link to help you out in case you run into some trouble.
Enjoy?I'm almost certain that if you looked up "Random Battles" you could get a post. That is the reason PCFredz locked this topic last time.
BTW, that help is still open. You're going to need to change a lot about my triggers. They were constructed for a completely different purpose.
TRIGGER 1 - IF YOU BRING A UNIT TO A SPAWNING POINT, THEN INITIATE THE BATTLE SYSTEM BY SETTING SWITCH 1. MAKE AS MANY OF THESE TRIGGERS YOU NEED.
Players
Human player
Conditions
If current player brings at least 1 unit to location Spawn random unit
Actions
Set switch 1
Preserve trigger
TRIGGER 2 - RANDOMIZE SWITCHES 2 AND 3, THEN SET SWITCH 4 TO TRIGGER THE BATTLE.
Players
Human player
Conditions
If switch 1 is set
Actions
Randomize switch 2
Randomize switch 3
Set switch 4
Preserve trigger
TRIGGER 3 - POSSIBILITY 1
Players
Computer player
Conditions
If switch 2 is set
If switch 3 is set
If switch 4 is set
Actions
Create 1 (select unit) at location Battle
Clear switch 4
Preserve trigger
TRIGGER 4 - POSSIBILITY 2
Players
Computer player
Conditions
If switch 2 is clear
If switch 3 is clear
If switch 4 is set
Actions
Create 1 (select unit) at location Battle
Clear switch 4
Preserve trigger
TRIGGER 5 - POSSIBILITY 3
Players
Computer player
Conditions
If switch 2 is set
If switch 3 is clear
If switch 4 is set
Actions
Create 1 (select unit) at location Battle
Clear switch 4
Preserve trigger
TRIGGER 6 - POSSIBILITY 4
Players
Computer player
Conditions
If switch 2 is clear
If switch 3 is set
If switch 4 is set
Actions
Create 1 (select unit) at location Battle
Clear switch 4
Preserve trigger
THE MORE SWITCHES YOU RANDOMIZE, THE MORE POSSIBILITIES YOU HAVE. YOU SHOULD CHECK OUT THE BINARY TUTORIAL. AS YOU CAN SEE FROM THIS EXAMPLE, 2 SWITCHES GIVES YOU 4 POSSIBILITIES. EVERY TIME YOU ADD A SWITCH, YOU DOUBLE THE NUMBER OF POSSIBILITIES. SO IF YOU WANT YOUR SYSTEM TO SPAWN 1 OF 8 UNITS, YOU WILL NEED TO RANDOMIZE 3 SWITCHES, AND USE THEM AS FOLLOWS;
Switch 1 Set
Switch 2 Set
Switch 3 Set
Switch 1 Clear
Switch 2 Clear
Switch 3 Clear
Switch 1 Set
Switch 2 Set
Switch 3 Clear
Switch 1 Clear
Switch 2 Clear
Switch 3 Set
Switch 1 Set
Switch 2 Clear
Switch 3 Clear
Switch 1 Clear
Switch 2 Set
Switch 3 Set
Switch 1 Set
Switch 2 Clear
Switch 3 Set
Switch 1 Clear
Switch 2 Set
Switch 3 Clear
If you want to move on to more advanced binary, like randomizing hundreds of combinations, message me, and I'll tell you how to multiply binary with binary, giving you hundreds of possibilities without having to figure out all the binary for it. Good luck.
I actually find it easier to order my binary randomizers in numerical order.
i.e. 000, 001, 010, 011, 100, 101, 110, 111.
Each additional digit doubles the number of possibilities. Just like the way each additional digit in regular decimal multiplies possibilities by 10. You can't get any system with more efficiency than this one, but then again, you could start recycling switches into death-counts, if you only have one or two switches to spare.
Either way, it's easier to understand when the triggers are right in front of you.