Spawning units
Jun 23 2008, 1:37 pm
By: Cheathunta  

Jun 23 2008, 1:37 pm Cheathunta Post #1



How do you make it so that like, in mass maps, the same units are always spawning until you have no more room? Then how do you make it so that once you get anough kills, you get another unit? Is it something like this?


Player: P1

Conditions: always

Actions: create 1 "Firebat"

Preserve



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Jun 23 2008, 1:43 pm Clokr_ Post #2



Players: (all the players for who units spawn)
Conditions:
- Current player has atleast X kills
- Current player has atmost Y kills
Actions:
- Create 1 "Whatever" at location "loc" for current player
- Preserve trigger

Alternatively some madness maps like evolves center the location on the science vessel and then create the unit to be spawned on that loc.



?????

Jun 23 2008, 9:09 pm y10k Post #3



Increasing location size wont solve the irritating warning message.
If you want to avoid it, best way to create unit to a temporary place and then teleport it to the destination, if it is not placeable it will just stay on its position instead of "unit is unplaceable".
At next spawn you check if there is a unit at temporary place.



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Jun 23 2008, 10:05 pm stickynote Post #4



No. If you create the unit somewhere else, and move it to the spawning location, and there s no room, it will be moved outside of the location.



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Jun 23 2008, 10:18 pm Impeached Post #5



Up to a point. If there isn't enough room to move, it will just stay there, causing unplacable at the other place too.



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Jun 23 2008, 10:31 pm Clokr_ Post #6



Quote from Impeached
Up to a point. If there isn't enough room to move, it will just stay there, causing unplacable at the other place too.

If you're moving it will not cause the unplaceable error. It'll just not move at all. You can check if there's not unit at the spot where you're creating them in order to create a new one or not.



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Jun 23 2008, 10:36 pm Impeached Post #7



Yes, but the place where you're creating them to move from will get cluttered and eventually be unplacable as well.



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Jun 23 2008, 11:01 pm Clokr_ Post #8



Create units at locations doesn't check the location size at all, it is irrelevant. The max number of units that can be created around the location middle is fixed and doesn't rely on the location size. Thus making it bigger makes no effect on the action. Although yeah you could make it as big as the number of units that SC can create under it and use the condition, but it might not work well, because even when there are the same number of units if they leave empty spaces between them and thus less units would be created before the error happens.

ws-Impreached: I was talking about not creating any new unit until the last created one has been succesfully moved. That way the place where I'm creating them would never get cluttered.

Post has been edited 1 time(s), last time on Jun 27 2008, 1:29 am by Esponeo. Reason: Reponse to Deleted Post



?????

Jun 24 2008, 3:46 am Kaias Post #9



Just use move, as it will:
A- Not give the error message
B- You won't lose the units as you can just let it building up an move when possible

In any case, in the arguement above, its pretty useless to try the location checking if there are too many, as units can fit in a location and have it block creation with far less units than the maximum it can hold. Plus if you ever did make a plausible system, you'd have to do it for each different type of unit spawned, and even then, there would be so many different combinations of units, that it wouldn't work anyway.

Entirely pointless.



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Jun 24 2008, 10:23 pm stickynote Post #10



It doesn't matter. You don't need to detect for room. Just create the unit somewhere else and move it to the spawning location. If there is no more room, the unit will be spawned outside of the location. The unit will only not be moved when it is trying to be moved to an unplaceable terrain, such as water, although certain null tiles work, and if there is no more room on the map.



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Jun 24 2008, 10:48 pm ZzEzZ Post #11



wat if that other place gets full 2? =\



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Jun 25 2008, 9:55 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

ZzEzZ i think you don't get the ingenuity of the idea of moving them from a temporary location:
The condtion for the trigger is "if the temp location is empty" create a unit there, and move it.
If it doesn't get moved you will detect that unit next trigger loop and the spawn trigger won't fire. Simple. Effective.
You can even give a message informing you about that.

But honestly why remove the unplaceable message in the first place?
It's a perfect indication that something's going wrong and that a player has to fix the situation.
(And a good reason to yell at your ally or flame your enemy :P)




Jun 25 2008, 10:08 am Clokr_ Post #13



Quote from NudeRaider
ZzEzZ i think you don't get the ingenuity of the idea of moving them from a temporary location:
The condtion for the trigger is "if the temp location is empty" create a unit there, and move it.
If it doesn't get moved you will detect that unit next trigger loop and the spawn trigger won't fire. Simple. Effective.
You can even give a message informing you about that.

But honestly why remove the unplaceable message in the first place?
It's a perfect indication that something's going wrong and that a player has to fix the situation.
(And a good reason to yell at your ally or flame your enemy :P)

Because when the map is full of units is so fuckinly annoying :P



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Jun 25 2008, 10:14 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 Clokr_
Because when the map is full of units is so fuckinly annoying :P
That's my point. If the map is full of units the game is probably at a standstill which is not desirable and should be fixed.
The message a) informs you about that situation b) encourages you to fix it by being annoying.




Jun 25 2008, 7:30 pm Pyro682 Post #15



But the Unplaceable error is really annoying, and it causes backstabbing. What if a player is just plain AFK?? Maybe you should have a thing where you move a unit onto a beacon saying youre afk, stopping spawning, making all your units invincible and allying all players.



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Jun 26 2008, 2:39 am stickynote Post #16



Or the afk beacon could make your allies split your spawn, and all your stuff will be removed until you get off the afk beacon. When you do, you get your stuff back, your allies don't spawn extra units, but you will start from 0 units.



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Jun 26 2008, 8:42 pm Kaias Post #17



Quote from NudeRaider
Quote from Kaias
Quote from ZzEzZ
wat if that other place gets full 2? =\
Then you can create a secondary back up place, or just stop creation.
No. I explained why it WILL NEVER BE full.
No. You explained HOW to make it never be full. I was extending that idea without your addition. Thus specific quotation.

And then I gave the same idea as you without realizing
Quote
or just stop creation.
But I didn't elaborate so that people would understand it that way. My mistake.



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Jun 27 2008, 1:35 am Esponeo Post #18



There has been a lot of useless discussion here that has been deleted. The correct solution has only been touched upon. Here is what you must do.

Have a separate, dedicated area of the map where units will be created. For this example let us assume you are creating Hydralisks. You will create one Hydralisk as this dedicated location. You will not create any more Hydralisks until there are no more Hydralisks at that dedicated location. You will then have a trigger that moves this Hydralisk to the actual spawning location you desire. The trigger will never move the Hydralisk if the location is full. No more than one Hydralisk should ever exist at the dedicated location, so there will never be a "Unit Unplaceable" error.




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