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Staredit Network -> UMS Assistance -> random battles
Report, edit, etc...Posted by AFL-InuYasha on 2005-10-09 at 16:26:43
with the release date tomoro, the final touch-up in my map is getting the random battles to work, so far it uses the death count of a unit ranging from 1 to 5, and a switch, when the deathcount is 1 and the switch is set, player 1 starts a battle; when the deathcount is 2 and the switch is set, player 2 starts a battle; etc. im trying to figure out a way of randomly cycling through the deathcounts so theres atleast 1 battle eery 3 seconds, im open to all concepts and will try them confused.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-10-09 at 16:47:21
Randomize a deathcount to be up to 36 (12 x 3). Then subtract one every trigger cycle. Then when it lands on 0, start the battle. Have the deathcount 1-5 looping constantly.
Report, edit, etc...Posted by AFL-InuYasha on 2005-10-09 at 16:53:39
im not sur y u mentioned the 36 thing, the switch works fine, its just the looping the deathcount for which player the battle will b for needs to work good enuf that goin from playing 2 players to 5 players, u get enuf battles, but not too many, i have it looping rite now with 1156 ms in between each addition, thats the min i can get it to work with, so 2 player u hav to w8 about slmot 6 seconds b4 ur nxt battle, all the time, so u know when ur battle wil b, thats not random
Report, edit, etc...Posted by LegacyWeapon on 2005-10-09 at 17:06:47
Subtracting 1 every trigger cycle while having a maximum of 36, 36 will take 3 seconds to get to 0. 24 will take 2 seconds and 12 will take around 1. So you randomize the amount of time before the next battle. Then since the time is randomized, the player who is going to battle next is randomized (because you don't know where the death count 1-5 will land on).
Report, edit, etc...Posted by AFL-InuYasha on 2005-10-09 at 17:17:00
i think i understand the concept, but i dont know how to make the triggers, can u post them plz
Report, edit, etc...Posted by Sniper on 2005-10-09 at 19:03:13
That's where the thinking part of map-making comes from. smile.gif
Report, edit, etc...Posted by AFL-InuYasha on 2005-10-09 at 19:15:07
well im not all for thinking about how someone elses idea works, i just made the death count cycle at 500ms intravels, i had an xtra trigger in that had add 1 death every 200 ms so i removed, now it works fine for random battles
Report, edit, etc...Posted by Corbo(MM) on 2005-10-09 at 22:40:16
i'm not sure if this will work but when i did something like that my random battle system was having a burrowed drone(which i didn't use) then when the player brings his unit to that burrowed drone it starts a battle then the drone gets removed so they won't be always in the spot with the battles....to randomzise the units that come out i just had in a square that there is no vision i had units constantly being created and removed so when the battle is activated it created the unit that was in that specific moment ex.
create 1 ghost wait 100, remove ghost create marine, wait 100, remove marine create zergling......and like that
battle activated!
create 1 (current unit on the location of that square)
and you can have like 3 diferent locations spawning the units if you want 3 units or even more....hmm well that's all
Report, edit, etc...Posted by AFL-InuYasha on 2005-10-14 at 10:43:56
well thnx, i tired them out, sofar the looping death counts work best for when the battles start, and i alrdy hav the enemies random triggers set-up perfectly, plus, the map has been released

biggrin.gif Map Link

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