I'm working on an altered melee and I'm putting random start locations in it. The only way I see to do it is to place all the buildings for ever race at each spot for p12(including vespene mines). Then doing the random swithces and whatnot and give the correct buildings to the correct players and remove the rest. I have a problem though because the creep from the zerg hatchery remains for a good while after it is removed. Now I can't use the create trigger because you can't stack with that and I have a zerg cerebrate under each player's main base in case they are rushed by cloacked units. Any suggestions would be much appreciated =D.
Is there no possible way to stack in game? I mean you can't turn off vision and create on top or anything like that?
Stacking ingame concerns players building over other buildings. You can't create units in starcraft over other ones using triggers.
Why cant you use the random start location box in the forces, im pretty sure thats the effect it has
Will the ramdom Starlocation give the player the buildings of the race he chose? If I understand what the first guys said he putted buildings for zerd in a base, but then if the players selects terran you want the buildings to be replaced by terran buildings????

I don't get it. Be more creal and I'll help you!
Why don't you first have players "select their race", then randomize their position, then create the proper starting units at a location.
QUOTE(Coop @ Dec 21 2004, 12:12 AM)
Is there no possible way to stack in game? I mean you can't turn off vision and create on top or anything like that?
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it works exactly as you say, A friend of mine from WAY back OS-seven did this in one of his maps, I'm looking for that map right now and not finding it

it was a good map aswell, but anyway, it worked and worked well. You just have to remember to disable vision for all players while you stack the buildings.
as an aside does anyone have the old defence map "stackers the crib"
If they choose their race before the game begins. Then have them start in the middle of the map or something and then randomize and move their buildings quickly to the starting locations. Then have them wait like a minute or so for the Zerg to respawn larva.
If they choose ingame, you can create the buildings and units they start with and create 2 initial larva (they dont follow rules of normal larva though, they dont stay put) so that you can start the game right away.
Well I guess in either method you could create larva, but beware that when larva leave creep they die instantly. So when you make them and there is almost no creep around, they may die right away by just moving off it.
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it works exactly as you say, A friend of mine from WAY back OS-seven did this in one of his maps, I'm looking for that map right now and not finding it it was a good map aswell, but anyway, it worked and worked well. You just have to remember to disable vision for all players while you stack the buildings.
So i can have buildings created on top of eachother at the start of the game by turning off vision for all players first. I might use this in the map i'm making now if it's possible to do.
I can't use the random start location button because that would create the building and a few workers. In my map you start with the building, a cerebrate underneath their main building to deter cloaked rushes, a vespene mine, the workers, and 2 additional larve for zerg players. Because of this stacking, i can't create the buildings with triggers. Players choose their race at the join game screen because each race has little quirks that require offscreen dealings. I don't have enough room to make every race available for every player. But thats not the problem. The problem is that the creep lingers after the players buildings have been given to him. I guess i'll just make like a 1 minute wait unitl the players actually get to start playing. Thats SUPER gay but I don't think I have a choice =/. Thanks anyway.
If I get time tonight I will see if I can make a better solution to your problem.
I'm sure I can.
You could try using a Missile trap or gun trap for detecting. You can just set them to do 0 damage, and they wont affect the game too much. I haven't played around with them, but if they stay detectors while triggers re forcing them closed, that would work really well.
QUOTE(Zerg Playing Dead @ Dec 21 2004, 08:03 PM)
You could try using a Missile trap or gun trap for detecting. You can just set them to do 0 damage, and they wont affect the game too much. I haven't played around with them, but if they stay detectors while triggers re forcing them closed, that would work really well.
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But, they will do damage. Any unit that can attack, except for the zealot, can do 1 hp damage for every 2 attacks. The zealot will do 1 hp damage per attack, because it has a blade on both arms. If you don't believe me, I will post my proof.Can buildings be placed over traps with triggers? I've never tried it and I already coded the map today with cerebrates and I have a 45 second wait after the buildings have been given out until the players can start the game. Really lame but I guess they could talk about strategy or something. (Maybe they'll talk about how lame the map creater is for making them wait 45 seconds to play =p)
I know about the zealot thing, same thing as scout vs air, or wraith vs air, or firebat or w/e.
I don't think you can make buildings over traps, but I haven't tried it. I believe they are counted sort of as doodads thoiugh, because that's what they started out as, so I doubt it.
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I haven't played around with them, but if they stay detectors while triggers re forcing them closed, that would work really well.
If my disc drive was working right, I'd test it, but I meant in the last part that maybe it would stay a detector even if you used a trigger to keep it closed, I think you disable it over and over for a trap to close. If it stays a detector that way, and you have hyper triggers, that may work.
That still doesn't help me at all if you can't stack over it with triggers =p. This should be locked I think.