Staredit Network

Staredit Network -> Concepts -> randomizing
Report, edit, etc...Posted by Do-0dan on 2005-05-26 at 13:38:14
i understand that stacking with unburrowing causes a lot of randomized "landing" (when burrowed unit under any unit unburrows, the area that the unburrowed unit finally stops trying to unstack at is the "landing" spot for me)
well....if you create a small area surrounded by cliffs or something normally unwalkable, put burrowed units in there, and some locations on the "cliffs", unburrowing will make the unit go to the location, and since the landing is always random in every time you play the map, it is truly random....
you can use the "bring unit to location" trigger to do stuff.... does this need more explanation or is it widely known already and a waste of time for you and me......?biggrin.gif
Report, edit, etc...Posted by The_Shattered_moose on 2005-05-26 at 16:13:48
I'm fairly new to the Staredit.net scene, but I've never heard of anything like it, its an awesome idea! I can think of a few issues however.
Issues:
  • Limited number of outcomes (The unit will only "land" so far away, thus limiting the number of outcomes.)
  • Making the unit automatically unburrow may be a challenge, but it could be done with some slow reload rate unit attacking the burrowed ling (This assumes the system is used as an improved method of randoming triggers.)
  • Unless a system to move and give the zergling to a computer player were implemented, it would be impossible to hotkey the zergling. (This assumes the system is used to cast a random spell at the player's command)
But, overall, the idea has real potential
Report, edit, etc...Posted by Rantent on 2005-05-26 at 16:47:12
It seems overly complicated to me. Why not simply use randomizing switches?
Report, edit, etc...Posted by www.com.au on 2005-05-26 at 17:53:35
yes he has a point.


it is a good theory an all, but rantent is right.


all you need is like 4 switches and put em all on random...



o and, i didnt 100% understand.


*coughscreenshotcough*
Report, edit, etc...Posted by axblader on 2005-05-26 at 18:01:58
He did in fact make it over complciated:

Hes saying, put a cliff surrounding 2 lings. One ling burrowed, the other on top. Then you order the lings to the same place, thus making the ling "pop" up. Then the ling woudl run in a random direction into soem location on the cliff wall.

But, it migth not wont work, since if u test it out, it will go to the same place everytime. (Unless maybe that was jsut me lol)
Report, edit, etc...Posted by in_a_biskit on 2005-05-27 at 05:34:12
Yes, have you actually tested the randomness of it?
I'm not convinced that the 'unstacking' doesn't occur in a very similar way every time.
Perhaps you could show us a map with this system in it?

Another thing to be careful of is not to lag the game with too many unstacking units.
Report, edit, etc...Posted by Do-0dan on 2005-05-27 at 13:09:36
here's a thread about a similar topic walking up cliffs

i haven't really tested this concept out, i shouldve put this in Ideas sad.gif srry

hehe, never thought my idea would get more than one reply XD
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-05-27 at 17:15:27
You made it overly complicated, lets say if there were no such things as random switches... Wouldn't junk yard dog work? it will send the unit in a random direction. Depending where he goes is the trigger.
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