So, what i do need:
My map requires A LOT of random buildings placed randomly on init throughout the entire map on pre-defined spots. Doing this manually is gonna be a pure hell and will take weeks, but doing this using cycles also has some problems. My brick wall is that i have no idea on how to tell the game WHERE to place units. If i use preset points (which's already a pure hell), i can't operate with their names in cycles (as i see, we can't convert numbers or strings to points), and if i use coordinates, the trigger is omgishly long and complicated. Any ideas?
Btw, where should i place such long and difficult operations such as randomising: into the main init trigger, or should i make a specified trigger which starts after the map's loaded and suggests players to wait a bit more?
P.S. Pardon my English. Also, i hope that my word "points" was right - idk how they're called in eng locale, but hope u understood.
1. Place 1 type of dummy unit for each spot in the map.
2. Grab all the units with that type on map initialization and save them in a unit group.
3. Get a random unit, place a random unit (switch + random int) on the point that is the position of that unit and remove that preplaced unit. Use a loop to do that more often.
4. Remove unused preplaced units. Use a loop to iterate through the remaining units in the unit group and remove them out of the game.
Do the same for other types of things, if you need to place more...
So, what i do need: My map requires A LOT of random buildings placed randomly on init throughout the entire map on pre-defined spots. Doing this manually is gonna be a pure hell and will take weeks, but doing this using cycles also has some problems. My brick wall is that i have no idea on how to tell the game WHERE to place units. If i use preset points (which's already a pure hell), i can't operate with their names in cycles (as i see, we can't convert numbers or strings to points), and if i use coordinates, the trigger is omgishly long and complicated. Any ideas? Btw, where should i place such long and difficult operations such as randomising: into the main init trigger, or should i make a specified trigger which starts after the map's loaded and suggests players to wait a bit more? P.S. Pardon my English. Also, i hope that my word "points" was right - idk how they're called in eng locale, but hope u understood.
1. Place 1 type of dummy unit for each spot in the map.
2. Grab all the units with that type on map initialization and save them in a unit group.
3. Get a random unit, place a random unit (switch + random int) on the point that is the position of that unit and remove that preplaced unit. Use a loop to do that more often.
4. Remove unused preplaced units. Use a loop to iterate through the remaining units in the unit group and remove them out of the game.
Do the same for other types of things, if you need to place more...
@Ahli634: Go
Sounds epic... Thx man.