Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] spawn triggers
[SOLVED] spawn triggers
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Mar 16 2010, 12:27 am
By: Seigekiller  

Mar 16 2010, 12:27 am Seigekiller Post #1



Ok so I'm working on an Oblivion Elder Scrolls RPG and for the spawns.
3 locations and 3 lings and 1 hydra spawn at location one,
the 4 units spawn on location 1 AND they ATK to the next location, 2 and then 3 and then back to 1( so it circles )
After that it repeats. I don't want it to keep spawning infinitely and after all 4 units die, then it respawns. Any ideas how?



None.

Mar 16 2010, 3:10 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Make them unique to a location. When all the needed units in the area are dead, they will not be in the location, and you can make more.



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

Mar 16 2010, 10:26 am Seigekiller Post #3



OK well i guess i'll try to learn this one on my own, but for some reason.. when i had it so that it should keep spawning after they die, they don't respawn and also, when they patrol to location they won't atk my unless im firing at them or extremely close. I tried this with attack to location as well :(



None.

Mar 16 2010, 5:41 pm rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

you should be able to copy the triggers from quests open RPG or legends open RPG.



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

Mar 16 2010, 7:06 pm Seigekiller Post #5



yea.. i got that map, and medieval i tried but and lets see.. "ERROR OPENING MAP"



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Mar 16 2010, 7:19 pm Vrael Post #6



They're probably protected. You should be able to work out this problem fine though. The easiest solution would be to drag a 4th large location over top of the 3 patrol locations, then, for the respawn trigger you could use that, like. There are really multiple solutions on how to do this, but this one is probably the easiest.

Conditions:
Computer brings exactly 0 Hydralisk to "Large Location"
Computer brings exactly 0 Zergling to "large Location"
Actions:
Create 1 hydralisk at "Patrol 1"
Create 3 zergling at "Patrol 1"
Issue order to all hydralisk owned by Computer at "Patrol 1" patrol to "Patrol 2"
Issue order to all zergling owned by Computer at "Patrol 1" patrol to "Patrol 2"



None.

Mar 16 2010, 8:44 pm Seigekiller Post #7



I understand that but.. here is where it gets difficult, i was using that as an example the real spawn is
6 locations, 3 spawns at 1-3-5 and they all atk to locatinos circling and repeating. That's why this is a hard cmd :/

Only way to do it is to do switches.. and im not good with that :(



None.

Mar 16 2010, 8:53 pm Vrael Post #8



What do you want exactly? Like, one unit spawns per location? Or three small groups spawn?

As for switches, there are plenty of resources you can use to read about them. The FAQ in this forum has a nice little section, and a link to the wiki article.
http://www.staredit.net/topic/7783/
http://www.staredit.net/wiki/Switch
http://www.staredit.net/wiki/Randomization



None.

Mar 16 2010, 9:00 pm Seigekiller Post #9



Ok its 3 individual spawns intersecting with each other in the same area... spawn at 1 spawn at 3 and spawn at 5, that all move accordingly in a circle and when one group spawn dies, it respawns where its origin was



None.

Mar 16 2010, 9:09 pm Vrael Post #10



So you want 3 groups to spawn total? In that case, what I would do is set up something like this using a death count:

Conditions:
Player brings at most 6 zerglings to "Large Location"
Player brings at most 2 Hydralisk to "large location"
Player has suffered exactly 0 death of "delay unit"
Actions:
Spawn 3 zergling at spawn 1
Spawn 1 hydralisk at spawn 1
issue order to all men at spawn 1 move to spawn 2
Set deaths for current player: set to 36 for "delay unit"
preserve trigger.

Conditions:
Player has suffered at least 1 deaths of "delay unit"
Actions:
subtract 1 deaths of "delay unit" for current player
preserve trigger

This will make it so that if at least 3 zerglings and 1 hydralisk are dead, a new group will spawn every 3 seconds (if you're using hyper triggers the lower trigger will subtract 12 deaths/second approximately)



None.

Mar 16 2010, 9:27 pm mapping4joy Post #11



Quote from Seigekiller
Ok its 3 individual spawns intersecting with each other in the same area... spawn at 1 spawn at 3 and spawn at 5, that all move accordingly in a circle and when one group spawn dies, it respawns where its origin was

Are you saying you want three specific groups? Let's say group X,Y, and Z, and when group X dies the group respawns at where group X originally spawned? When Group Y dies they spawn at where Group Y originally spawned? Same for Z? Unless they are owned by three different players, I don't think that's possible. There's no other way to distinguish the three different groups.



None.

Mar 16 2010, 9:37 pm Seigekiller Post #12



yes exactly



None.

Mar 16 2010, 10:38 pm rockz Post #13

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/files/971/
You can use trigger viewer to open the triggers, and you can also extract the triggers fairly easily with mapkit, then just put them in any other map.

However, the process is simple, and I think you should be able to debug the map.



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

Mar 16 2010, 10:42 pm Seigekiller Post #14



but i cant even open the map
:/



None.

Mar 17 2010, 12:31 am rockz Post #15

ᴄʜᴇᴇsᴇ ɪᴛ!

Did you even try to open it with mapkit or trigger viewer?



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

Mar 17 2010, 6:36 pm Seigekiller Post #16



no, how do i do that, is it a download or something?



None.

Mar 17 2010, 6:37 pm rockz Post #17

ᴄʜᴇᴇsᴇ ɪᴛ!

Yes, that's why I linked you to trigger viewer 2. Mapkit is also on there.



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

Jul 28 2011, 1:41 am Seigekiller Post #18



I realize this is old as hell but I'm back at the rpg biz and I need assistance again with the RPG
Currently I have 5 locations 4 spawn locations that circle
Spawn1a to
Spawn1b to
Spawn1c to
Spawn1d to
Spawn1a Repeat (Spawn1 over all 4)
2 Hydras and 3 Zerglings spawn and atk or patrol to the next position at each location

I have switches that Activate the spawn

Ex
Condition:
[Force 1] brings [any unit] to location Setspawn1

Action:
[Spawn1] is [set]
Preserve Trigger.

So that turns it on, what i want is the same deal pretty much, when the switch is on it starts the spawn (i have trigger to kill switch too) I want 3 lings 2 hydras at spawn1a,b,c,& d then they circle after the one group whichever it is dies, it respawns where it started like the one guy said. Anyone know the trigger specifics for this type of spawn

P.S. Trigger viewer couldn't find any of the monster spawns for the quests open or medieval rpg games only town functions



None.

Jul 28 2011, 1:59 am DevliN Post #19

OVERWATCH STATUS GO

A very basic way would be:
Condition:
Spawn 1 is Set.

Action:
Create [UNITS] at [SPAWN LOCATION]
Preserve trigger.


The issue is that they will spawn rapidly at that location rather than once every few seconds or so. To remedy this, set up a death counter. For example, you could do:
Condition:
Spawn 1 is Set.

Actions:
Add 1 death to [UNUSED UNIT] owned by [Player 1]. (Note: This doesn't have to be Player 1)
Preserve trigger.


Then do:
Conditions:
Spawn 1 is Set.
[Player 1] has suffered at least 13 deaths of [UNUSED UNIT].

Actions:
Set deaths of [UNUSED UNIT] owned by [Player 1] to 0.
Create [UNITS] at [SPAWN LOCATION] for [PLAYER]
Preserve trigger.


Now you'll have the units spawn at the spawn location every second. Increase the "13" to whatever you want if you want them to spawn after a longer time.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Jul 28 2011, 2:41 am Seigekiller Post #20



Ok This works, but say i dont want to have them respawn after 13 seconds or however long, i want a smooth spawn trigger for them
How would I make it individual for the 4 separate spawns
after the wave from A dies they respawn at A and etc..



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