Starting Location question

Status
Not open for further replies.
Level 1
Joined
May 11, 2018
Messages
2
Hi, i am creating a map with 24 players. custom races such as Fel orcs Draenei and Naga, the custom factions are occupying 6 slots, they have been given buildings and workers on the map aswell as a starting spot in the editor. I want the 6 slots i have made bases for to stay that way and not become a normal race when i start the game. I know i can delete the melee map initialization trigger which will remove the spawning of town halls etc, but that will ruin the random spawn locations and races of the 18 other players. Does anyone have an idea of what i can do?

i want 18 players to have the random spawn location in normal melees, and the 6 custom players to keep they're fixed locations without losing the custom race.

Thanks in advance =)
 
Level 13
Joined
May 10, 2009
Messages
868
Perhaps the following thread will help you out. To sum it up, rects (regions in GUI) were created representing each starting location, and those rects were assigned to an array named "RandomBase". Then, an unordered list is used to pick unique numbers from it. With that, you'll be able to create bases successfully. Of course, you just have to adapt some actions when implementing them into your map.

EDIT: Actually, no. Never mind the need of rects/regions. Just use the list along with Convert Player Index function

  • Set point = ((Player(List_Result)) start location)
  • -------- Create your units --------
  • Unit - Create 1 UNIT_TYPE_ID for (Player(List_Result)) at point facing Default building facing degrees
  • Custom script: call RemoveLocation(udg_point)
 
Last edited:
Status
Not open for further replies.
Top