Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Randomized Target Area
Randomized Target Area
Aug 1 2009, 6:22 pm
By: Qwerty5312  

Aug 2 2009, 6:04 pm Qwerty5312 Post #21



I noticed you used two features which I still don't completely understand and have mentioned a few times throughout the thread. One of these regards the usage of a single switch to randomize the death counter, while the other regards why copying the mobile grid trigger speeds the process up.

I will assume that Switch 1 is similar to an activation switch so I can stall the sequence from restarting till a certain action is performed. However, if it is being randomized, do you have any clue why there is a collection of point along the bottom?

Now to address the quadrant concept. Probably the best way this could be done would be to set it up like this:
O----------O----------
------------------------
------------------------
O----------O----------
------------------------
------------------------

This way the mobile grid would always move down and left.



None.

Aug 2 2009, 6:24 pm JaFF Post #22



Quote from Qwerty5312
I noticed you used two features which I still don't completely understand and have mentioned a few times throughout the thread. One of these regards the usage of a single switch to randomize the death counter, while the other regards why copying the mobile grid trigger speeds the process up.
Every number in our decimal system can be expressed in binary as a sum of unique powers of 2. So any natural number (in our case) can be written as: a*1 + b*2 + c*4 + d*8 + ... , with the constants a, b, c, etc. being either 0 or 1. For example, the number 21 = 1*1 + 0*2 + 1*4 + 0*8 + 1*16. A switch in SC (just like a 'boolean' type variable in programming) is basically a cell of information holding either 0 (clear) or 1 (set). Since SC allows us to randomize switches, we can randomize the constants a, b, c, etc. in the equation N = a*1 + b*2 + c*4 + d*8 + ... , allowing us to create a random number in our decimal system.

About the copying of the mobile grids: what don't you understand in particular? It is just a huge set of the same triggers; they will run until the "X_random" and "Y_random" deathcounters hit zero.

Quote from Qwerty5312
I will assume that Switch 1 is similar to an activation switch so I can stall the sequence from restarting till a certain action is performed. However, if it is being randomized, do you have any clue why there is a collection of point along the bottom?
Switch 1 is the main system switch. Set it to turn the system on and clear it to turn the system off. Switch 2 is getting randomized.

Do you mean that you tested the map and it created lots of points at the bottom border of the map? Does that result repeat itself in various tests? If not, it is merely a fluke of the crappy SC randomization.

Quote from Qwerty5312
Now to address the quadrant concept. Probably the best way this could be done would be to set it up like this:
O----------O----------
------------------------
------------------------
O----------O----------
------------------------
------------------------

This way the mobile grid would always move down and left.
Yes, that is what I suggested. I'd use this setup if you have to run this system very often (like every trigger cycle or once every two cycles), because it offers stabile, predictable lag (thus controllable).



None.

Aug 2 2009, 7:47 pm Qwerty5312 Post #23



I know how the randomization trigger works already, I just don't understand what is keeping the triggers from triggering twice.

Quote
Do you mean that you tested the map and it created lots of points at the bottom border of the map? Does that result repeat itself in various tests? If not, it is merely a fluke of the crappy SC randomization.

Yes, I did run the map to test it and a number of points did land on the bottom. So it may just be a fluke in the system. In addition, my map followed the same concepts, though I didn't know how to work with a single switch or why multiple mobile grid triggers would work. (You had about 256 mobile grids firing at once per direction?)

If I were to split it up, would I just fire 1/4 as many mobile trid triggers per each section?



None.

Aug 2 2009, 8:04 pm JaFF Post #24



At the very bottom of the trigger list, you will find the "OUTPUT" trigger group, consisting of only two triggers. The system always finishes with one of these two triggers - one represents a successful placement of the disc and the other represents a failure because there is a disc at the location you want to place a disc. Both those triggers clear Switch 1, disabling the system.

There are 256 mobile grid triggers for each of the three directions: up, up/right and right. They are grouped in packs of 8 and separated by a "-" comment.

EDIT:

If you were to split up the map into 4 quadrants, you'd need only 128 triggers per direction (not 1/4, which is 64).



None.

Aug 2 2009, 8:58 pm Qwerty5312 Post #25



Thanks for the help, I think I will get to building the map now. Another good thing is the triggers do not have to be instant, so I don't think adding quadrants will be required, other than perhaps removing the occasional "Cannot Create more Units" message. So I may do it after all...



None.

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