So Ive never really set up a system like this where it just picks a random spot on the map and just puts something there. What is the best way (Apart from just massing a ton of points) to make things spawn at random generated areas on the map.
Preferably a direction to tackle this problem would be great, though a whole system works too if you must ;o
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I'm not too familiar with the trigger editor, but I believe there is an event that places a unit randomly in a region. You could probably make separate regions for various sections that you would want items dropped in, and then just use that one trigger to pull it off.
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You could place a large location over parts that you want to spawn, and put "Negative" pieces of locations over where you don't want it to spawn. I'm no sc2 mapper but if what devlin says is true (The random point in a location thing) then these two ideas coupled together could avoid placement in areas where items would be unreachable.
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I'm not too familiar with the trigger editor, but I believe there is an event that places a unit randomly in a region. You could probably make separate regions for various sections that you would want items dropped in, and then just use that one trigger to pull it off.
See I was thinking that, but that again would require a few to masses of locations. I was hoping there would be a way to use 'Entire Map' or something of the sort.
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Unlike SC1, you can combine locations (regions) in SC2 into one large region, so the idea of "negative locations" is unnecessary.
EDIT:
There is a way to do the entire map, if you make a region big enough for the entire map. I figured you wanted different regions of the map to have different items or something.
Currently Working On: My Overwatch addiction.
Unlike SC1, you can combine locations (regions) in SC2 into one large region, so the idea of "negative locations" is unnecessary.
EDIT:
There is a way to do the entire map, if you make a region big enough for the entire map. I figured you wanted different regions of the map to have different items or something.
1) Entire Map can be considered as a Region in itself: no need to create one huge-ass location.
2) If I remember properly, merged regions aren't working very well with the Reveal trigger.
3) Negative locations are buggy as well: "Spawn unit at random point in region" will spawn units in the negative region (as far as I remember).
None.
An artist's depiction of an Extended Unit Death
1) Entire Map can be considered as a Region in itself: no need to create one huge-ass location.
2) If I remember properly, merged regions aren't working very well with the Reveal trigger.
3) Negative locations are buggy as well: "Spawn unit at random point in region" will spawn units in the negative region (as far as I remember).
Yeah, pretty much all of this.
Anywho:
Unit - Create 1 Marine for player 1 at (Random point in (Entire map)) using default facing (No Options)
Done?
You can also create regions dynamically through triggers by specifying points.
If you intend to do multiple things at the randomly selected point, create a Point variable and set it to (Random point in (Entire map)).
If you intend to do multiple things at the randomly selected point, create a Point variable and set it to (Random point in (Entire map)).
I have a test map for this if you're interested into it.
EDIT:
this could help.
None.
1) Entire Map can be considered as a Region in itself: no need to create one huge-ass location.
2) If I remember properly, merged regions aren't working very well with the Reveal trigger.
3) Negative locations are buggy as well: "Spawn unit at random point in region" will spawn units in the negative region (as far as I remember).
Yeah, pretty much all of this.
Anywho:
Unit - Create 1 Marine for player 1 at (Random point in (Entire map)) using default facing (No Options)
Done?
You can also create regions dynamically through triggers by specifying points.
If you intend to do multiple things at the randomly selected point, create a Point variable and set it to (Random point in (Entire map)).
Fair enough, but is there a way to detect height and stuff to make sure things dont get on top a wall?
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-- Updated as of December 2021 --
Errp. Use a condition? Get the 'real' value of the height from the 'point' you stored? It's possible and I'm tired.
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
You can check if the point is pathable by ground units, too.
You can check if the point is pathable by ground units, too.
Now thats good. What specifically is that condition called?
Riney#6948 on Discord.
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-- Updated as of December 2021 --
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
"Point is passable" returning a boolean.
Errp. Use a condition? Get the 'real' value of the height from the 'point' you stored? It's possible and I'm tired.
Sorry for the late response. This actually did not work. I then found that there was a Cliff Level of Point function that did the desired effect, but thanks for putting me in the right direction.
This is solved and can be locked.
Riney#6948 on Discord.
Riney on Steam (
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@RineyCat on Twitter
-- Updated as of December 2021 --