Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Random Murderer/Alien/Evil Guy
Random Murderer/Alien/Evil Guy
Aug 25 2008, 11:32 pm
By: XShooterX  

Aug 25 2008, 11:32 pm XShooterX Post #1



Im trying to make a map i got terrain done and everthing but i dont know how to make it select a random killer, how do i do this?. :unsure:



None.

Aug 25 2008, 11:38 pm Morphling Post #2



http://www.staredit.net/wiki/Randomization




Aug 25 2008, 11:42 pm Falkoner Post #3



You might not want to have a set randomization, as this would get thrown off if there isn't the maximum number of players in the game, this is the main reason why most games like that use physical randomizers.



None.

Aug 25 2008, 11:57 pm 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

The easiest way to accomplish this is by randomizing start locations, then make the following trigger:

Force 1
Conditions:
Force 1 has suffered at most 1 death for cantina
Actions:
Set deaths to 1 of cantina for Current Player

Now run all triggers that are specifically for the evil guy depending on at least 1 death of cantina for Current Player.
And at most 0 death of Cantina for the triggers that should not run for the evil guy.




Aug 26 2008, 12:03 am Madroc Post #5



You could do the Random Start Location.



None.

Aug 26 2008, 12:05 am Falkoner Post #6



Nude, can you explain why that works? It seems to me that if you have the same number of players the same area will always be it, even if the player color changes.



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Aug 26 2008, 1:13 am Viett Post #7



There are two ways. Either have all 8 player's start locations in the same physical spot on the map, or randomize for eight players. Randomize again if the player chosen is not in the game. It rarely takes more than a few trigger cycles and with hypertriggers, this completes in less than a second.



None.

Aug 26 2008, 1:34 am NudeRaider Post #8

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

Well it works, because the first player of the Force 1 (usually P1) is not always in the same spot (random start location, the name already implies that). In addition his color will be different every game. Also if you are the first player in the pre-game lobby that does not mean you are P1 in game.




Aug 26 2008, 3:20 am XShooterX Post #9



is their a way to make it same color every game? because everyone is same color



None.

Aug 26 2008, 5:01 am Falkoner Post #10



Quote
Well it works, because the first player of the Force 1 (usually P1) is not always in the same spot (random start location, the name already implies that). In addition his color will be different every game. Also if you are the first player in the pre-game lobby that does not mean you are P1 in game.

Yeah, but triggers aren't randomized, just colors and which slot you are in, so if the players started in different areas the person who is picked would always start in the same spot, although as Viett pointed out, this is only a problem, if they start in different areas.

To make it the same color each game, you have to just disable random starting locations.



None.

Aug 26 2008, 5:58 am Ultraviolet Post #11



He's saying everyone is the same colour. So just set everyone to the same colour and they'll still all be the same, just randomized.




Aug 26 2008, 10:41 am NudeRaider Post #12

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 Falkoner
Quote
Well it works, because the first player of the Force 1 (usually P1) is not always in the same spot (random start location, the name already implies that). In addition his color will be different every game. Also if you are the first player in the pre-game lobby that does not mean you are P1 in game.

Yeah, but triggers aren't randomized, just colors and which slot you are in, so if the players started in different areas the person who is picked would always start in the same spot, although as Viett pointed out, this is only a problem, if they start in different areas.
Random start location means the following: The place where they start out, the player slots and the colors are randomized.
Therefore the evil guy will always have different color, and start at a different location.
Check this testmap if you don't believe me:

Attachments:
(1 Test).scm
Hits: 2 Size: 58.62kb

Post has been edited 1 time(s), last time on Aug 26 2008, 11:51 am by NudeRaider.




Aug 26 2008, 10:52 am Viett Post #13



Their player number is always the same depending on which Start Location they have. In StarEdit, whichever Start Loctaion Player 1 has will be Player 1, regardless of what color they are. I know this, because in my Phantom map, I have it say "Player X was eliminated". I randomize the Start Loctions, but am still able to label the spots like this:

1 2 3
8 0 4
7 6 5

NudeRaider, your triggers will ALWAYS choose Player 1, because his triggers will always run first. You are just as well off saying Player 1, Always, Set 1 deaths of Cantina.



None.

Aug 26 2008, 11:46 am NudeRaider Post #14

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 Viett
NudeRaider, your triggers will ALWAYS choose Player 1, because his triggers will always run first. You are just as well off saying Player 1, Always, Set 1 deaths of Cantina.
No, the triggers will choose the first player, as stated above. If you haven't got full house there may be no P1.

Quote from Viett
Their player number is always the same depending on which Start Location they have. In StarEdit, whichever Start Loctaion Player 1 has will be Player 1, regardless of what color they are. I know this, because in my Phantom map, I have it say "Player X was eliminated".
Yes of course, but as stated above you cannot tell who P1 is ingame. He might not even be there. The player order in the pre-game lobby is NOT the player order in the game!

Btw. you can add 1 or 2 computers to force 1 in my testmap so you can test it alone.




Aug 26 2008, 5:47 pm FoxWolf1 Post #15



Quote from NudeRaider
Quote from Falkoner
Quote
Well it works, because the first player of the Force 1 (usually P1) is not always in the same spot (random start location, the name already implies that). In addition his color will be different every game. Also if you are the first player in the pre-game lobby that does not mean you are P1 in game.

Yeah, but triggers aren't randomized, just colors and which slot you are in, so if the players started in different areas the person who is picked would always start in the same spot, although as Viett pointed out, this is only a problem, if they start in different areas.
Random start location means the following: The place where they start out, the player slots and the colors are randomized.
Therefore the evil guy will always have different color, and start at a different location.
Check this testmap if you don't believe me:

This method fails. Take that test map and add as many comps as you like to the force, take everyone off user selectable, and then give each player (except P2) in sequence a marine in a horizontal line. Assuming you placed the units from left to right starting with P1 and going up to P8, whoever has the leftmost marine will always get the ultralisks. Still, taking greater advantage of randomized start location is a creative idea and I'm sure some other use will be found for it.



None.

Aug 26 2008, 7:57 pm Biophysicist Post #16



Just to do the random switches thing, it works fine...



None.

Aug 26 2008, 7:59 pm NudeRaider Post #17

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

rofl. The point is to use the starting locations. You can remove the nex/hat/cc and workers and place the respective unit there instead.




Aug 26 2008, 10:04 pm Falkoner Post #18



Quote
Just to do the random switches thing, it works fine...

Yeah, but in many cases you want it done in a single trigger loop, and you want to be able to have it work properly no matter how many players there are.

We gotta get someone like MA in here, who has made lotsa maps like this in here..

Quote
rofl. The point is to use the starting locations. You can remove the nex/hat/cc and workers and place the respective unit there instead.

I think you're confused about how random starting locations work, you seem to think that it also randomizes where you start, it does not, if it did, triggers would get messed up, it simply randomizes slots and colors, so if everyone started out on separate corners of the map, and you played with the same number of people each game, the person who was it would start in the same spot everytime, even if they were a different color.



None.

Aug 26 2008, 10:17 pm NudeRaider Post #19

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 Falkoner
I think you're confused about how random starting locations work, you seem to think that it also randomizes where you start, it does not, if it did, triggers would get messed up, it simply randomizes slots and colors, so if everyone started out on separate corners of the map, and you played with the same number of people each game, the person who was it would start in the same spot everytime, even if they were a different color.
OK, I will explain what was happening. When I played the map the evil did indeed have varying locations, but that was because not all player slots were filled.
Often it was on the first spot but also sometimes on the 2nd or 3rd. Namely in that cases where there was no P1 or P2 due to the randomization.
That means if you know the distribution of the start locations you can tell who the evil guy is: The one that was created on the lowest existing position.

Well to summarize it my method offers no randomization with full house and is pretty predictable otherwise. So screw it.
So the best way would probably be to select a random player via any randomization method given in the wiki. Then set a death counter for him just as I have shown, so you can seperate the victims from the evil guy triggers.

Post has been edited 1 time(s), last time on Aug 26 2008, 11:39 pm by NudeRaider.




Aug 26 2008, 10:31 pm Falkoner Post #20



Quote
This method fails. Take that test map and add as many comps as you like to the force, take everyone off user selectable, and then give each player (except P2) in sequence a marine in a horizontal line. Assuming you placed the units from left to right starting with P1 and going up to P8, whoever has the leftmost marine will always get the ultralisks. Still, taking greater advantage of randomized start location is a creative idea and I'm sure some other use will be found for it.




None.

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