Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Action queue with variing number of p[solved]
Action queue with variing number of p[solved]
Nov 13 2008, 9:21 pm
By: NudeRaider  

Nov 13 2008, 9:21 pm NudeRaider Post #1

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

OK here's the problem:
I'm making a spawning map with max. 3v3 players.
I want to spawn units every 30 seconds from one player of both sides.
That means that incase of a 2v3 the two party side is spawning their units more often thus making a 2v3 totally possible.
Like this:
Spawn Round: . . 1 . 2 . 3 . 4 . 5
Spawner Team 1: 1 . 2 . 1 . 2 . 1
Spawner Team 2: 1 . 2 . 3 . 1 . 2

The only thing I can come up with is a physical queue:
3 preplaced civs in a row. Civs of missing player will not be created and the P12 civs of leavers will be removed.
The (owner of) leftmost civ spawns and is teleported to the very right. All civs are constantly ordered to the left.

I will do that if necessary, but I'd prefer a method that uses death counters or any other virtual method.
Is it really that hard or am I just not seeing the forest for the trees?

Post has been edited 1 time(s), last time on Nov 14 2008, 12:19 am by NudeRaider.




Nov 13 2008, 9:50 pm y10k Post #2



Trigger1
Player : Any computer (nonhuman) player
Condition : any condition for spawn (for example every minute)
Action : Set Switch1 and Switch2
--------------
Trigger2
Player : Force1
Condition : Currentplayer has at least 1 DC
- Switch1 is set
Action : *Spawn*
- Clear Switch1
- Set DC to 0 for Currentplayer
--------------
Trigger3
Player : Any computer (nonhuman) player
Condition : Force1 has at most 0 DC
Action : - Set DC to 1 for Force1

Same for Force2 just with switch2 and force2



None.

Nov 13 2008, 10:00 pm rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

Triggers don't run for players not there. Set a death count specific for each player to detect all the players in the game. If there is a computer player, make it player 1, and always set those death counts to 0 (for the leavers). The players should then individually set their own death count.

Now that you know who is in the game at all times, set a death count tracking each player's round spawn count (round 5 of a 2 person team will have player 1 at 3, and player 2 at 2). Whoever has the smallest count gets the spawn that round, and is increased by one. This is sub optimal, though. There has to be a better way.

y10k's way is better.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Nov 14 2008, 12:19 am NudeRaider Post #4

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Yeah switches is the answer here. Silly me.
Well I knew it wasn't that hard. ;)

Thanks guys. This topic can be locked.




Nov 14 2008, 1:23 am Falkoner Post #5



Since you only have 6 players, the other 2 players left over can be used as the switch, instead of using a switch.

Heck, you don't even really need switches for it, just have the conditions the same on the triggers as they are on the triggers setting the switch.



None.

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