Staredit Network

Staredit Network -> UMS Assistance -> random locations
Report, edit, etc...Posted by asskickinnoob on 2005-11-08 at 21:49:48
theres this map im making where a random unit appears at a random location
i got the random unit part, but not the location
thre is a burrowed lurker grid, and heres one of the trigs:




Trigger
Description:
Random
Conditions:
¤ Random1 is set
¤ Random2 is set
¤ Random on is set
Actions:
¤ clear switch : random on
¤ center location: random create on lurker owned by P8 at anywhere
¤ give all lurker at random create to P7
¤ create 1 ultralisk at random create
¤ preserve trig



Report, edit, etc...Posted by Urmom(U) on 2005-11-08 at 21:51:27
You would need four triggers to do that. I think you may also need to put the give above the center location too.
Report, edit, etc...Posted by IA-Sky on 2005-11-08 at 21:56:40
ok just look at the grid systems at the tutorials its too much to explain here
Report, edit, etc...Posted by Subrosian on 2005-11-08 at 23:32:41
QUOTE
¤ Random1 is set
¤ Random2 is set
¤ Random on is set


There is a MUCH more efficient way to do randomization than what you are doing.

Moose has it in his map 'Teh Seekers,' and I've posted it in the Concepts forum.

This is an example for an 8x8 lurker grid:

Trigger
Conditions:
¤ Always.
Actions:
¤ Randomize Switch 1.
¤ Randomize Switch 2.
¤ Randomize Switch 3.
¤ Randomize Switch 4.
¤ Randomize Switch 5.
¤ Randomize Switch 6.

Trigger
Conditions:
¤ Switch 1 is set.
Actions:
¤ Give 32 Lurkers from y player to x player.

Trigger
Conditions:
¤ Switch 2 is set.
Actions:
¤ Give 16 Lurkers from y player to x player.

Trigger
Conditions:
¤ Switch 3 is set.
Actions:
¤ Give 8 Lurkers from y player to x player.

etc.

Trigger
Conditions:
¤ Whatever ('Always' can be used if this is the last trigger)
Actions:
¤ Move Location 'Random Location Area' to lurkers owned by y player.

Notice that the number of given lurkers keep getting divided in half with each trigger. This is called a binary system, and is used for Counter Arithmatic as well.
Report, edit, etc...Posted by RedNara on 2005-11-08 at 23:35:41
Subrosian does that even work...

thoes trigger will all stacking giving you atleast... 100 lurker.. not only 36 or 24 or somethin glike that...
Report, edit, etc...Posted by Subrosian on 2005-11-09 at 00:00:47
Count doubles from 1 to 32 and add the counted numbers up, and it'll add to 63. And when 63 lurkers are given, the location is moved to the remaining 1 lurker. It's for an 8x8 lurker grid, so my triggers were adapted for 64 lurkers.

Sorry, I can't explain anymore binary right now, and lots of people don't understand it very well.
Report, edit, etc...Posted by RedNara on 2005-11-09 at 01:13:01
man i must be retarded.. for me it seems like the switches will randomly stack.. like sometime it might give 32 lurker + 16 lurker + 4 lurker

others it might give 8 lurker + 4 lurker becuase its random.. and there is nothing that really prevents it from what i see
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-09 at 22:09:16
If you have random units, why don't you just make it go to random locations instead of moving the locations everywhere?
Report, edit, etc...Posted by AFL-InuYasha on 2005-11-09 at 22:16:36
i hav a system that works, cycle death counts really fast from 1 to 64, hav the 64 lurks, then at watever time its needed, giv an amount of lurks equal to the death count to another player and center a location on a lurker, it will b a dif spot each time, and not complicated at all tongue.gif may b a few more triggers, but garunteed to work fast,. maybe even add hypers for instant like actions, 12 random units create at random locations per second blink.gif blink.gif blink.gif dam thats sweet
Report, edit, etc...Posted by RedNara on 2005-11-10 at 01:42:23
QUOTE(AFL-InuYasha @ Nov 9 2005, 07:16 PM)
i hav a system that works, cycle death counts really fast from 1 to 64, hav the 64 lurks, then at watever time its needed, giv an amount of lurks equal to the death count to another player and center a location on a lurker, it will b a dif spot each time, and not complicated at all tongue.gif may b a few more triggers, but garunteed to work fast,. maybe even add hypers for instant like actions, 12 random units create at random locations per second blink.gif  blink.gif  blink.gif dam thats sweet
[right][snapback]352227[/snapback][/right]


can you write the trigger out lol tongue.gif cant exactly picture it
Report, edit, etc...Posted by AFL-InuYasha on 2005-11-10 at 17:14:29
k, well u hav a trigger like this

Players
-computer
Conditions
-Always
Actions
-Set deaths for "computer": "Add" "1" for "Counting unit"
-Wait "100" milliseconds
-Preserve Trigger

Players
-computer
Conditions
-"computer" has suffered "Atleast 65" deaths of "Counting unit"
Actions
-Set deaths for "computer": "Set to 0" deaths of "Counting unit"
-Preserve Trigger

then for each random spot you could create the unit somewhere, lets call that place "Holding", then just move it to the location that is random called "Spawn"

Players
-Computer
Conditions
-"computer" brings "Atleast 1 Men" to "Holding"
-"computer" has suffered "Exactly 0" deaths of "Counting unit"
Actions
-Give "0" "Lurkers" owned by "computer" to "computer 2 or p12"
-Center location labeled "Spawn" on "Lurker" owned by "computer"
-Move "All" "Men" owned by "computer" at "Holdnig" to "Spawn"
-Give "All" "Lurker" owned by "computer 2 or p12" to "computer"
-Preserve Trigger


Players
-Computer
Conditions
-"computer" brings "Atleast 1 Men" to "Holding"
-"computer" has suffered "Exactly 1" deaths of "Counting unit"
Actions
-Give "1" "Lurkers" owned by "computer" to "computer 2 or p12"
-Center location labeled "Spawn" on "Lurker" owned by "computer"
-Move "All" "Men" owned by "computer" at "Holdnig" to "Spawn"
-Give "All" "Lurker" owned by "computer 2 or p12" to "computer"
-Preserve Trigger

Players
-Computer
Conditions
-"computer" brings "Atleast 1 Men" to "Holding"
-"computer" has suffered "Exactly 2" deaths of "Counting unit"
Actions
-Give "2" "Lurkers" owned by "computer" to "computer 2 or p12"
-Center location labeled "Spawn" on "Lurker" owned by "computer"
-Move "All" "Men" owned by "computer" at "Holdnig" to "Spawn"
-Give "All" "Lurker" owned by "computer 2 or p12" to "computer"
-Preserve Trigger

and keep going, the bold is all that changes, or you could use trigger duplicator and that makes a grand total or 66 triggers besides the ones that create random units at "Holding" and has 64 different random spawn locations, at different time intreals, the place to spawn wil be different, with the "100 millisecond wait", it changes location 10 times a second, so after 6.4 seconds, a unit could have been created at each part of the 8x8 grid, pretty amazing, and simple too tongue.gif
Report, edit, etc...Posted by Subrosian on 2005-11-10 at 19:28:48
Yo.

My method takes 8 triggers. 66 triggers isn't a bit more (Addition: It's not even very random since it takes 64 lurkers to cycle through, so about 5.3 seconds to get to the first lurker again). Don't waste your time.

QUOTE(Veritaserum @ Nov 9 2005, 09:09 PM)
If you have random units, why don't you just make it go to random locations instead of moving the locations everywhere?
[right][snapback]352216[/snapback][/right]


It takes fewer triggers and locations, and there's a 255 location limit.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-10 at 20:16:04
QUOTE(Subrosian @ Nov 10 2005, 04:28 PM)
It takes fewer triggers and locations, and there's a 255 location limit.
[right][snapback]352654[/snapback][/right]

Yes but also you grid systems only work in a square area and they still don't cover the whole map. The most probable way (in my opinion) if you want to cover the whole map is to just place burrowed lings all over the place, as many as you want. And just have the location cycle through them with hyper triggers. I realize its not really "random" but it will appear to be so with the speed of hyper triggers. (You would cycle through by alternating player control of the zerglings) I was thinking of a method to where you added a death count each time you moved the location and then reset it when it got to the max and go through it with the other player etc. etc. If you guys don't understand this i can make triggers cuz i didn't really explain it properly...but then again if you want the whole map to have completely random locations, maybe you should just follow one of the grid ideas.
Report, edit, etc...Posted by RedNara on 2005-11-10 at 22:20:06
btw i was wondering if this is what he exactly wants and he hasnt posted in a while...
Report, edit, etc...Posted by Subrosian on 2005-11-11 at 00:57:27
QUOTE(Finrod_Felagund @ Nov 10 2005, 07:16 PM)
I realize its not really "random" but it will appear to be so with the speed of hyper triggers.
[right][snapback]352693[/snapback][/right]

If he makes multiple units in 1 trigger cycle, that would not be the way to go.

I hope you know what I'm talking about.

ADDITION:
QUOTE
I was thinking of a method to where you added a death count each time you moved the location and then reset it when it got to the max and go through it with the other player etc. etc.


If I understand what you are saying, you don't need a death count to check if you reached the limit of units. Just use a "bring" condition to check if there are no units by player x if that player was the one who originally owned the burrowed units.

QUOTE
The most probable way (in my opinion) if you want to cover the whole map is to just place burrowed lings all over the place, as many as you want.


Lings won't work for burrowed units, since they unburrow when you give them to a different player.

ADDITION:
Random Unit Grid System (Map)

This should serve as a good example of how it works.
Report, edit, etc...Posted by PCFredZ on 2005-11-11 at 08:11:45
Here's another example map. All the triggers you need are listed under P7.

Go nuts.
Report, edit, etc...Posted by AFL-InuYasha on 2005-11-12 at 19:34:26
again, ppl dont chk forums and tutorials for answers
Next Page (1)