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Help with Spawning sequence
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Nov 11 2010, 5:41 am
By: Bombs  

Nov 11 2010, 5:41 am Bombs Post #1



Hello everyone!

It's my third week working around with staredit, and i wanna make a map that you must survive, like 45 minutes and waves of zergs comes and you must defend, i just figured out how to make a zergling spawn in a place and attack other place, and preserve this trigger, but i wanted to know how can i make a sequence, like, in 2 minutes, spawn 50 zergling, in 4 minutes spawn zerglings and few hydralisks, and so on, getting harder and harder, i don't know what triggers i must use since i am likely totally noob at editing maps for SC.

Any help?

Thanks in advance! Peace.



None.

Nov 11 2010, 6:05 am UnholyUrine Post #2



There are a few ways.. really..

The key thing here is to have some sort of a time aspect..

easiest would be

ELAPSED TIME
when elapsed time is x seconds
action: spawn more units
and so on

Another would be to set a Countdown timer in the beginning of the game by using SET COUNTDOWN TIMER. For example, if you want the game to last half an hour, at the beginning of the game, set the countdown timer to 1800 seconds.
Then, you can use the condition COUNTDOWN TIMER
so by 5 minutes, you'd want the condition to be Countdown timer is at least (or is it atmost? i forget.. you'd have to try urself) 120 secs.
action: spawn more stuff

You can also use switches with Deathcounts and a whole bunch of other things really.. but these two options are probably easiest to understand.
Also.. avoid using the trigger "wait" because you'll run into Wait Blocks



None.

Nov 11 2010, 7:52 am Bombs Post #3



Ill try it out man, thanks for the help, later i prolly will have more questions, until then, cheers!



None.

Nov 11 2010, 8:53 am sraw531 Post #4



Have the conditions be based on "At Least" x time, with an additional condition for "At Most", and have a difference between the two of about 2 - 5 seconds. Dont put preserve in the creating one unless you intend for it to spawn multiple times.

Edit: The reason for this is because if you do only "At least", it will fire as soon as the timer is created. If you do only "At Most" then it can fire before the timer is created. Using "Exactly" is a bad idea, because theres a chance the trigger cant fire before the timer gets past that number (looks at 3... 1... -1... whoops. missed the window)

Tip: Maybe use an AI script, like "Set this area higher" etc. Mob's might actually try to fight you better than just impaling themselves on your defenses.

the problem with making "Preserve Triggers" that are based on time "Making stronger units later on, but having waves every x time", is that you would have to do something complex, complex enough that you probably would have much easier time just making several triggers without preserve.

The only triggers related to this that I can think of, is the "For each building you have, create this unit at the building" (By giving ownership and preserve trigger, etc) What you could do is make three zerg computer players. One will attack you. One is "Temporary" and one is "Future". Make it so that you have "For each building owned by the attacker, create units for attacker, giving to temporary, then back once all owned by temporary." Then "give 1 building from future to attacker", which would make the attacker gain 1 building each trigger rotation. This is obviously more complex then above methods.



None.

Nov 11 2010, 10:26 am Bombs Post #5



Thanks man, your idea for Future events is great, i didnt thinked about that, you opened my eyes, thanks.

Well i came back here to ask another thing, the problem is, the map has a little history, the briefing mission is that you are in a battle cruiser and it was attacked back in the space, while they are trying to escape, the battlecruiser was so much damaged that the pilot must try a hard land before it explodes, so it crashes on a unknown world, everyone dies except 2 scvs(2 scv for each player) so you must find minerals and gas, build up your base make troops and survive for 45 minutes, it's close to a sunset and you must hurry, it's almost night and the unknown is lurking.

So, here's the problem, let's say in my map there is 20 places that you can go and build ur base, on high and low places, closed and open places and some other strategic points the battlecruiser crushed in the middle of the map (that's where you start from), so how i will be able to make the zerg attack everyone? i mean, they must attack random places, they will spawn in the middle of the map close to some caves and ground holes, how can i tell the AI to look all around the map and try to kill the players, the only way i know how to do this is ORDER, but they go to specific locations, any help?



None.

Nov 11 2010, 12:37 pm NudeRaider Post #6

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 UnholyUrine
easiest would be

ELAPSED TIME
when elapsed time is x seconds
action: spawn more units
and so on
my personal favorite. It's simple to trigger, and easy to understand, yet effective. Unless you want to repeat the spawns. Then it'd be better to use a countdown timer so save on number of triggers.

To attack random units and buildings there's AIs to do that:
At location:
Use junkyard dog to let all units in a location roam around the map and attack anything they come near to. The dumbest AI, but maybe most realistic
Without location:
Send units on random suicide mission
Send units on strategic suicide mission

Both of them order all units of a computer player to find an enemy target and destroy it, even if they don't have vision to it.
Can't exactly remember the difference of the two, but afaik one of them makes them choose 1 target and stay on it no matter what (I think random), the other makes them find all targets but can choose targets of opportunity.




Nov 11 2010, 4:22 pm Bombs Post #7



Quote from NudeRaider
Quote from UnholyUrine
easiest would be

ELAPSED TIME
when elapsed time is x seconds
action: spawn more units
and so on
my personal favorite. It's simple to trigger, and easy to understand, yet effective. Unless you want to repeat the spawns. Then it'd be better to use a countdown timer so save on number of triggers.

To attack random units and buildings there's AIs to do that:
At location:
Use junkyard dog to let all units in a location roam around the map and attack anything they come near to. The dumbest AI, but maybe most realistic
Without location:
Send units on random suicide mission
Send units on strategic suicide mission

Both of them order all units of a computer player to find an enemy target and destroy it, even if they don't have vision to it.
Can't exactly remember the difference of the two, but afaik one of them makes them choose 1 target and stay on it no matter what (I think random), the other makes them find all targets but can choose targets of opportunity.


What's Junkyard dog ?



None.

Nov 11 2010, 5:30 pm Ahli Post #8

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

Quote from Bombs
What's Junkyard dog ?
That's an AI script and makes computer owned units roam around.




Nov 11 2010, 5:38 pm Bombs Post #9



And where can i find this AI SCRIPT? I tried using Order : Patrol, on patrol they attack one house and then back their place and keep patroling this track, in attack they attack on house breaks it and simply burrow themselves



None.

Nov 11 2010, 5:58 pm Ahli Post #10

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

trigger action: "run ai-script at location"




Nov 11 2010, 9:12 pm Bombs Post #11



I used Send all units on random suicide mission, they attack, break it and if there is nothing else close enough to their range to attack they just stop doing everything, how can i make they keep looking?

Post has been edited 1 time(s), last time on Nov 11 2010, 9:17 pm by Bombs. Reason: wrong



None.

Nov 11 2010, 9:14 pm DevliN Post #12

OVERWATCH STATUS GO

By using the Junkyard Dog AI as has been suggested before.

What editor are you using? I think part of the issue might be that you're not using SCMDraft or StarForge. I don't think Junkyard Dog is in the default editor.



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

Nov 11 2010, 9:21 pm Bombs Post #13



I have SCMDRAFT 2.0 (Beta 0.8.0) i looked inside it and i saw a lot of scripts, but couldn't find that 'Junkyard Dog AI'

Maybe i should download StarForge?



None.

Nov 11 2010, 9:35 pm 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

Don't use Starforge. ScmDraft is the best editor overall. And it definitly has the junkyard dog ai script listed. Full name is "Set unit order to junk yard dog" and it's sorted alphabetically so you should have no trouble finding it.

If you want to use the suicide AIs you have to rerun the ai script once you detect a death of an enemy player.




Nov 11 2010, 10:13 pm Bombs Post #15



Quote from NudeRaider
Don't use Starforge. ScmDraft is the best editor overall. And it definitly has the junkyard dog ai script listed. Full name is "Set unit order to junk yard dog" and it's sorted alphabetically so you should have no trouble finding it.

If you want to use the suicide AIs you have to rerun the ai script once you detect a death of an enemy player.

Woohoo, was over time, it's working man, thanks very much, when i finish it, ill upload it, until then, CHEERS!

Thanks everyone who helped with advices.



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