Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: 8 Player Map - Observer Mode (2on2 + 4 Obs)
8 Player Map - Observer Mode (2on2 + 4 Obs)
Sep 22 2009, 4:09 pm
By: nibZ  

Sep 22 2009, 4:09 pm nibZ Post #1



Hi, :)

I have an 8 player map with 8 starting locations. And i want to have 4 players and 4 observers.
Its gonna be a 2on2 with 4 observers. I am using Scmdraft 0.8.0. What ive done so far:
Force 1 with Player 1 and 2
Force 2 with Player 3 and 4
Force 3 with Player 5,6,7,8

Win and defeat triggers for Force 1 and 2
and Run AI Script Share vision for 5,6,7,8.

My problem is that Player 1 and 2 always have the same starting location, because Random Start Location is Force dependent.
I want them to start random over all the 8 starting locations! Is that possible?

Next thing i like to do is to enable ally chat for all players, is there a way to do it?
And can player 9 and 10 be observers? They are only neutral, right?

nibZ



None.

Sep 22 2009, 4:17 pm Devourer Post #2

Hello

Your second problem:
You cannot automaticly enable ally chat in UMS.
Player 9-12 cannot be humans.



Please report errors in the Staredit.Network forum.

Sep 22 2009, 4:23 pm nibZ Post #3



Quote from Devourer
Your second problem:
You cannot automaticly enable ally chat in UMS.
Player 9-12 cannot be humans.

ah ok too bad :/ Anyway thx!
No idea about the start locations?



None.

Sep 22 2009, 4:28 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

hints:
-remove all units you get at start (and save player's race)
-use switches as random (8 outcomes = )
-store the random start position (out of switches) in an unused death count like mineral field or vespin geysir
-make sure that only one player has the specific start position number in his death count
-create the buildings/units with triggers




Sep 22 2009, 5:04 pm nibZ Post #5



hm ok big thx Ahli

How fast would it be to randomize the player locations?
If its done a split seconds after the mission briefing i might gonna try it.



None.

Sep 22 2009, 6:16 pm Wormer Post #6



It could be done very fast (this won't be noticeable), but the huge problem are zerg larvas. If you have a zerg and place a hatchery somewhere with triggers it will have only 1 larva initially, instead of 3 as in melee. You can move additional larvas to the hatchery though, but they won't be attached, which means 1) they will walk away from the hatchery (not very far but anyways) and which is more important 2) the hatchery could spawn her own 3 larvas, so potentially zerg could have >3 larvas. As I came up, the best solution closest to the real melee game out there is to move 1 larva. It is quite close but not perfect. The difference is noticeable somewhere near the eleventh drone if I remember right.

So probably you might want to put all 4 players in 1 force, but then you never know who plays with whom. This might be a funny twist though.



Some.

Sep 22 2009, 6:43 pm nibZ Post #7



No I really want "real" melee but funny idea indeed ;)

hm ok thx all ;) Guess i wait for sc2 to do it!

~closed



None.

Sep 22 2009, 6:58 pm rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

I don't know how moving the hatchery works, but you can move the hatchery, then move the larvae back to the hatchery, since "user select" will always create a town hall with 4 peons at the start location. Randomizing is simple (3 switches).



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

Sep 22 2009, 7:21 pm O)FaRTy1billion[MM] Post #9

👻 👾 👽 💪

I don't think you'll be using 3 larva when you only have 50 minerals.

Also I'd not make the start locations in the actual places that a player will spawn ... If you have vision for a second with the area, you may see who is placed there.



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Sep 22 2009, 7:31 pm Wormer Post #10



Quote from rockz
I don't know how moving the hatchery works, but you can move the hatchery, then move the larvae back to the hatchery, since "user select" will always create a town hall with 4 peons at the start location. Randomizing is simple (3 switches).
This won't work. Unfortunately moving detaches larvas too :(

Quote from O)FaRTy1billion[MM]
I don't think you'll be using 3 larva when you only have 50 minerals.
Alright, as I said moving 1 larva to the hatchery is the closest solution. But even then there is a difference. And it is noticeable to the pro gamers.

EDIT:
As far as I remember with 1 starting larva 50 minerals will mine faster than larva will spawn.



Some.

Sep 22 2009, 9:11 pm rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

create a 10 second (or however long) delay before you get vision. This will allow observers time to turn on AC, etc...



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

Sep 24 2009, 9:00 am Wormer Post #12



Quote from rockz
create a 10 second (or however long) delay before you get vision. This will allow observers time to turn on AC, etc...
Well, this is an idea, but actually it will become very annoying to wait at start soon. The larva spawns in 166 trigger cycles which is 166*48 = 7968ms ~ 8s. If you want to wait for 2 larvas it is 16 seconds, probably one can wait for 1 larva and move another one with triggers, but this requires testing and is quite annoying anyways.



Some.

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