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Write your own destiny, or else someone will write it for you!
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I never seen that effect this strong, but it is known that the randomness that computers generate is not really random. There are other ways to achieve a (pseudo) randomness.
For example instead of switches use a death counter that counts from 0-3. If that STILL should create not-random results let it count from 0 to 15 and create 4 triggers for each order to the location. Then you can values connected to the conditions to 'trim' it to be evenly. ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |
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The problem is your method.
Lets say for example Move1 and 2 are both set. Trigger 1 runs, sends units to Loc1 and randomize move1 and 2 again. There is 75% chance that one of the following 3 triggers will run again and overide the 1st one. so theoritecally your trigger 1 has 3.06% chance to take effect trigger 2 has 15.31% trigger 3 has 32.8% and trigger 4 has 48.83% use: (Red is to remove) Conditions: -Always -P5 brings at least 1 [anyunit] to respawn Actions: -Randomize 'Move 1' -Randomize 'Move 2' and Conditions: -'Move 1' is cleared. -'Move 2' is set. Actions: -Issue order to all any unit owned by Player 5 at 'Respawn': Attack to 'Creatures go 1' -Randomize 'Move 1'. -Randomize 'Move 2'. -Preserve Trigger and so on... ![]() ![]() ![]() ![]() ![]() ![]() |
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@y10k:
Ureka! I knew someone with an understanding of math and logic would have a solution for me. Thanks for your help, I adjusted the triggers with your changes and the distribution now behaves as I expect. @NudeRaider Thanks for your suggestion; however, I cannot use the kill counters in this trigger because all the kill counters are already in use in another set of triggers in this map, and their values stay zeroed most of the time. ![]() ![]() ![]() ![]() ![]() ![]() |
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Write your own destiny, or else someone will write it for you!
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Oh... lol... I didn't look at the triggers exactly... I just didn't see that you randomize again...
Well then it's obvious. And Bone, don't tell me you have 1600 death counters / units in use. There are about 200 units and a good portion of it cannot be used in game, such as neutral - neutral - cantina. Multiply it by 8 players and you have 1600. (However, you can still stick to switches, their randomness is usually good enough.) ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |
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Perhaps I am unclear on your method and usage of the death counters. What I mean to say is, the death count for every species of zerg unit for Players 1 & 5 are in use for this scenario; specifically, each time the human players kill a unit belonging to Player 1, it triggers a script which spawns that same unit for Player 5 at a given location, then reduces the kill count for Player 1 for that unit by 1, to ensure a 1:1 ratio of kills to spawns. The trigger repeats until the kill counter hits for each unit type. The same process repeats for Player 5 so the orange army is essentially immortal, but can only grow larger and more diverse based on the interaction between Player 1 and the human players.
I'm something of a purist and I do not believe in 3rd party editors for SC or other mods, so everything I'm doing is within the bounds of what can be done with StarEdit. For that reason, it's entirely possible that I am not equipped to intelligently discuss death counters with you because we may not be refering to the same thing. The limiting factor, no doubt, is my general ignorance of the Starcraft modding community and the tools which are commonly in use. Again, I appreciate your suggestions and feedback, as well as your efforts to relieve some of my ignorance on the topic at hand. ![]() ![]() ![]() ![]() ![]() ![]() |
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Taking StarCraft Map Making to the Limit!
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Forgive me if I say things about stuff that has already been corrected.
Well, technically there are 227 units, so you have 1816 possible units, and if he doesn't use that many units in the game, there isn't a problem. He could also use units that WERE being used, and remove deaths if kills of those units are detected. Now, I looked at what you did, and it's kinda obvious, you are giving each trigger less and less chance as you go, so, the first one has a tiny chance of happening, since you can't have any of the other randomizations run, or it will be overrode, so if you randomize it once, then run through all the possibilities, then rerandomize it, there won't be a problem. And Bone, I don't think you realize the usefulness of Death Counts, here's a tutorial that shows the basics of them: http://Falkoner.CoW.GooglePages.com/Death_Counts.html |