Staredit Network

Staredit Network -> UMS Assistance -> Good System For Enemy Respawn
Report, edit, etc...Posted by TheOddAngel on 2004-08-15 at 12:34:52
Whats a good trigg to have only about 30 untis runing around in a cave at 1 time sad.gif

could it be

Conditions
Player 8 has suffered 1 death of a zergling

Action
create 1 zergling a location Spawn for player 8
Run AI script at location Junkyard dog

would that work confused.gif confused.gif confused.gif

but of corse id have to randomize it so they dnt spawn in the same spot all the time happy.gif
Report, edit, etc...Posted by Chill on 2004-08-15 at 12:38:49
QUOTE
Conditions
Player 8 has suffered 1 death of a zergling


Sorry, thats gonna make the trigger fire constantly after the player has sufered a death of a zergling... yould end up with a few thousand lings.
Report, edit, etc...Posted by qPirateKing on 2004-08-15 at 12:44:06
Hehe, see if you can figure out the spawning system in my map tongue.gif.
Report, edit, etc...Posted by TheOddAngel on 2004-08-15 at 12:46:34
LoL pirate... your map actualy gave me the inspiration to start this biggrin.gif
Report, edit, etc...Posted by Vindexus on 2004-08-15 at 12:53:41
Place a locatino over your cave

QUOTE
PLayers
- Comp with units in cave
Conditinos
-  Switch 1 is set
- Current Player brings at most 29 men to cave
Actions
- Create 1 zergling at spawn 1
- Run AI Script "junkyard dog" at spawn 1
- Randomize Switch 1
- Preserve Trigger


QUOTE
PLayers
- Comp with units in cave
Conditinos
-  Switch 1 is clear
- Current Player brings at most 29 men to cave
Actions
- Create 1 zergling at spawn 2
- Run AI Script "junkyard dog" at spawn 2
- Randomize Switch 1
- Preserve Trigger


More switches=more places to randomly spawn
Report, edit, etc...Posted by TheOddAngel on 2004-08-15 at 12:58:17
nice thx alot this should make my map alot easyer without having to test to find perfect triggs and giving up biggrin.gif
Report, edit, etc...Posted by qPirateKing on 2004-08-15 at 13:00:04
Not bad, except that you could easily blow 100 locations on a big map. I used more of a crude system involving centering locations, cloaked units, and a critter timer.
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