Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Spawning system with random loot
Spawning system with random loot
Jan 1 2009, 9:30 pm
By: T-Virus  

Jan 1 2009, 9:30 pm T-Virus Post #1



For a map i have just started there are a series of caves and grasslands that im aiming to have a balanced contious system of units within. Similiar to World of Warcraft, as one unit dies another one smoothly appears in the distance, appearing that there is just a never ending cycle.

*Example: Legacy of Haean

I also want to have a random looting system from the smaller animals but then in some areas have larger creatures such as spiders, dragoons, that will drop more valuable items.

*Example: in warcraft 3 melee the units you seek to kill with your hero inorder to level him up.

My issue is i need to have this done as efficiently as possible because i plan on having over 10 towns and over 30 areas to do quests at while these looped systems go on. My question for you all is what is the best way to handle the triggering aspect of these sort of systems, and if they will somehow mess up the quests that will be going on at the same time.

I need really need a good outline of how to start these triggers and what methods of doing it..

thanks alot for your time!



None.

Jan 1 2009, 10:11 pm badcop Post #2



Well for item drops you could randomize switches and depending on your level ( a DC ) and the monster you killed via conditions you could determine item drops. Although it would take many triggers per monster.



None.

Jan 1 2009, 10:56 pm NudeRaider Post #3

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

Quote from badcop
Well for item drops you could randomize switches and depending on your level ( a DC ) and the monster you killed via conditions you could determine item drops. Although it would take many triggers per monster.
Agreed. You could also take another dc instead of switches.

As for the respawning system this isn't easily possible. The standard method is to have spawning points (like holes in a wall, or nydus canals or something) and let the monsters come from there. But you probably don't want that.

To achieve what you have in mind, I recommend a coordinate grid that is always centered on your hero and when you want to create a monster you let a speed vulture (fastest unit) start from the hero's position and after it's about a screen away you center the grid on the vulture and create your unit there. For they y coordinate (vertical) you could take a slower unit, as the screen is wider than it is high. You can alternate the direction and which axises move at all (e.g. only y, -y and +x, etc.) so they are not always created in the same direction.
The problem with that is that you terrain must not have too many cliffs or be too labyrinth-like. Or the system would create units where the player can't reach them.




Jan 1 2009, 11:27 pm T-Virus Post #4



Quote from NudeRaider
Quote from badcop
Well for item drops you could randomize switches and depending on your level ( a DC ) and the monster you killed via conditions you could determine item drops. Although it would take many triggers per monster.
Agreed. You could also take another dc instead of switches.

As for the respawning system this isn't easily possible. The standard method is to have spawning points (like holes in a wall, or nydus canals or something) and let the monsters come from there. But you probably don't want that.

To achieve what you have in mind, I recommend a coordinate grid that is always centered on your hero and when you want to create a monster you let a speed vulture (fastest unit) start from the hero's position and after it's about a screen away you center the grid on the vulture and create your unit there. For they y coordinate (vertical) you could take a slower unit, as the screen is wider than it is high. You can alternate the direction and which axises move at all (e.g. only y, -y and +x, etc.) so they are not always created in the same direction.
The problem with that is that you terrain must not have too many cliffs or be too labyrinth-like. Or the system would create units where the player can't reach them.
The thing about the map is its extremely mazelike =( so what would be an alternative method? I was considering creating regions which the units are detected, when one leaves a region it is ordered to patrol back to the region and when one dies in that region it is respawned?

Once again my issue is that the map is 256x256 and extremely maze like within the areas of this looped system.



None.

Jan 1 2009, 11:49 pm NudeRaider Post #5

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

Quote from T-Virus
The thing about the map is its extremely mazelike =( so what would be an alternative method? I was considering creating regions which the units are detected, when one leaves a region it is ordered to patrol back to the region and when one dies in that region it is respawned?

Once again my issue is that the map is 256x256 and extremely maze like within the areas of this looped system.
Well this defeats practically every method that "blindly" creates units some distance away. In that environment it's best to have fixed spawning points (can be multiple per area). This is however location intense, so you have to place burrowed units (invisible) or buildings ("official" spawn point) at these areas and cycle through them when you want to create a unit.

As for reordering units back into a location: You can't detect units that are not inside a location anymore and just order them back. You would have to use "border locations" that are just outside the location of that area. This again, costs you 2 more locations per area, assuming you have 2 sides covered with walls. So maybe I'd be better to just let the unit respawn. Or are doors an option?

EDIT:
Quote from Falkoner
If you think you have enough locations, I would just brute-force it, as that's the easiest way to do it, other methods are just annoying and are only necessary if you don't have enough locations.
Probably bruteforcing is not an option since the map is 256x256 and has very detailed paths (maze like).




Jan 1 2009, 11:51 pm Falkoner Post #6



If you think you have enough locations, I would just brute-force it, as that's the easiest way to do it, other methods are just annoying and are only necessary if you don't have enough locations.



None.

Jan 1 2009, 11:59 pm scwizard Post #7



I think I have an idea, but first I'd like to know through what method you're detect when the player kills a dragon?

Are you just using:
CurrentPlayer kills at least 1 dragon
CurrentPlayer kills at least 2 dragon
CurrentPlayer kills at least 3 dragon
CurrentPlayer kills at least 4 dragon

Or do you have some more elaborate method?



None.

Jan 2 2009, 1:21 am T-Virus Post #8



Alright what ive decided to do is ill go ahead and show you guys some of the terrain. What i want you to look it are the following areas labeled under locations:

You can easily disguish what areas outside of towns are going to be used for the systems. I really want to have a warcraft 3 feel with more powerful units found in some of the "pockets" of the cave area. Also in the mountainous terrain u find more to the right i wanted some of those pockets to be home for more powerful spawns.

Judging by the terrain help me develop the most efficient way to have this many spawns cycled while efficiently allowing other triggers, the quest triggers, and know that it will work smoothly.

Im not asking for you guys to do anything to the map but rather then understand the concept i'm going for by seeing what i am going to use.



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