| 08-01-2007, 11:11 AM | #1 |
Hey, my friend has a problem.. he made a map and the players get all rounds random units (non heros). But now he what make a edition with heros.. but he dont know how to spawn heros. |
| 08-01-2007, 11:16 AM | #2 |
...what's the difference? You spawn a hero the same way you spawn a unit. Trigger: Unit - Create 1 Paladin for Player 1 (Red) at (Center of (Playable Map Area)) facing (Default Building Facing) degreesTrigger: Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable Map Area)) facing (Default Building Facing) degreesWhat's the problem? |
| 08-01-2007, 11:54 AM | #3 | |
Quote:
No.. not that.. i mean.. random! It should spawn random heros.. |
| 08-01-2007, 12:27 PM | #4 |
Right. If you know how to spawn random units, why can't you spawn random heroes? |
| 08-01-2007, 12:32 PM | #5 |
| 08-01-2007, 12:52 PM | #6 |
Evidently very hard. |
| 08-01-2007, 06:49 PM | #7 |
Well, it's pretty damn impossible to spawn heros... |
| 08-01-2007, 07:13 PM | #8 |
Actually it is, when spawning random units you can just create a bunch a random units for a player using random number for example between 1 and 10. But when you are spawning heroes there is one small difference not mentioned here, he probably wants the heroes to be random but DIFFERENT for each player and that is moderately complicate algorithm. You need 2 arrays for that 1 to hold hero numbers and other to hold randoms so lets assume that you have 8 heroes: A B C D E F G H and you have another array with numbers from 1 to 8 A B C D E F G H 1 2 3 4 5 6 7 8 Now what you need to do is randomize second array, you can do that by using for loop that will switch 1 number and a random one lets assume you got these random numbers 7 3 5 ... first you switch 1(first number) and 7(random number) 7 2 3 4 5 6 1 8 then you switch 7(first number) and 3(random number) 3 2 7 4 5 6 1 8 then you switch 3(first number) and 5(random number) 5 2 7 4 3 1 8 as you can see after only 3 switches you get totally random array. General rule, if you have X heroes do X switches between first number and a random number and you will get a randomized array In case someone did't notice this operation is opposite of sorting When you completed creating random array time to create heroes. If your array looks like this: 5 2 7 4 3 1 8 and you have 4 players you just give 1 player hero(5) 2 player hero(2) 3 player hero(7) 4 player hero(4) ... Hope that helps. |
| 08-01-2007, 10:28 PM | #9 |
add x units to to unit group then For intiger A 1-12 (or w/e) pick random unit from unit group create unit picked unit owned by player Intiger A remove last created unit from unit group |
| 08-02-2007, 07:19 AM | #10 |
Adding all heroes to the unit group might not be that practical. 1. They have all to be created on the map, than after you pick 12 of them you have to destroy the rest. Then since this guy is doing hero assignment periodically he has to create all heroes on the map every time he wants to give random ones .... 2. If it is done on map startup and the heroes are not preloaded the game will simply die from lag. 3. I am not sure how truly random is that method you would probably get the same combination of heroes every time. |
| 08-02-2007, 07:34 AM | #11 | |
Quote:
I actually like that method... it can be integrated with preloading... |
| 08-02-2007, 07:34 AM | #12 | |
It's random, cohadar. And it's a lot simpler than your method, too. Quote:
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| 08-02-2007, 07:45 AM | #13 |
You were not paying attention, his game has random heroes periodically probably every 5 minutes or something (some kind of arena or footy no doubt) and creating all heroes over the map just to get a new random 12 is an example of lazy programming. besides they will show on minimap and you would have to put them in a separate region when creating bunch of them so they don't interfere with game Besides I would like to see you make a deathmatch (-ardm from dota) type of game with that method. |
| 08-02-2007, 08:37 AM | #14 |
Why not do it with unitpools then? That surely makes much more sense as that's what unitpools are used for... |
| 08-02-2007, 09:55 AM | #15 |
Well I never worked with unit pools so I don't know really... But if you can both add and remove units to them then I guess you could do it that way. care to give some unitpool code? |
