Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Randomizing Race
Randomizing Race
Dec 10 2009, 3:25 am
By: l3lack-l3ahamut  

Dec 10 2009, 3:25 am l3lack-l3ahamut Post #1

The objective is to have 6 human players with randomized races, which is easy enough. However I want there to be a maximum of only 2 players per race. I already have 1 way to do this in my head. However I think it will potentially take too long, even with hyper triggers.

Basically my current method would be to randomize then check if there is already 2 players with the current race... if not then it's no problem. Once it gets down to the last player or two I think there is a chance that it could take a while to randomize them into the correct spots if they keep getting the already 'full' races.

Just looking for some other ideas on how to do this as quickly as possible.


Dec 10 2009, 3:29 am Biophysicist Post #2

That would be the best way to do it. It wouldn't take too long, especially if you had multiple randomizations per trigger cycle.


Dec 10 2009, 3:32 am CecilSunkure Post #3

I would have a dc that represents starting locations. 0 = first start location; 1 = second, and so on. Then have each player randomize which amount they land on. Just do this with single switch randomization; add 1, two, and three death counts with the three triggers. There is a wiki article on single switch randomization. If you don't know what it is, and you'd like to know, I can tell you if it isn't in the wiki.

Just have the first person land on a random DC, place them at a location, then repeat for each player. Have a single trigger per 6 start locations that resets the randomizer if someone is already there.

This system is fairly simple, and should take about 20 triggers in all.

It should take on average 14.7 trigger cycles, which is about 1.225 seconds ^^

Post has been edited 1 time(s), last time on Dec 10 2009, 3:39 am by CecilSunkure.


Dec 10 2009, 4:08 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!


it takes no time to randomize. You'd probably use a different unit, but you can also use a death count (use terran/toss/zerg marker) of player 8 and current player. The current player dictates the race, and the player 8 determines the total number.

Edit: fixed triggers. It -sorta- worked before. Now it actually works.

Post has been edited 1 time(s), last time on Dec 10 2009, 4:20 am by rockz.

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

Dec 10 2009, 5:27 pm NudeRaider Post #5

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

Why not fix the player slots at 2T, 2P, and 2Z and activate random start locations?

Dec 10 2009, 5:34 pm l3lack-l3ahamut Post #6

Sweet, great idea. I knew there had to be a simpler answer, just couldn't put my finger on it. Thanks for all the ideas guys.


Dec 11 2009, 12:56 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

FYI, you can't have 2 forces then. They all have to be on one force.

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

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