I haven't been able to find one on sc2mapster and I tried a couple searches on google and i only came up with a spawn system for starcraft 1 that was dependent on buildings being placed in certain regions. I'm not even sure if that would translate over to starcraft two.
If it helps, here's exactly what I want to happen. Perhaps it may help someone other than just myself.
Enemy Spawn system;
Region A is a large region with Region B, C, and D inside of it but the smaller regions do not overlap. When a unit is killed in Region A, it checks the current number of zerglings in region A, and if the number is less than a specified number, say 20, it spawns enough zerglings randomly in region B, C, and D to get the number up to 20. The Zerglings are forced to patrol between their spawn location and a random spot in another one of the regions B, C, or D. If a unit is spawned in a subregion (B, C, or D) it will never be instructed to patrol in that region, only one of the other two.
Alternate Spawn System.
Regions A, B, and C, are small regions with slight overlap located inside region D. When a specified unit type dies (more than one unit type would be great for this) in region D, a unit is spawned randomly in either region A, B, or C. The unit spawned has a 70% chance of being an ultralisk and a 30% chance of being a brutalisk.
Timed Spawn System.
Region A resides within Region B. When a unit is killed in Region B, wait 2 minutes then spawn a unit in region A.
I've been looking for a decent spawn system too, for a orpg though. Can't find many advanced spawning tutorials though, besides for the TD one. I need a RPG respawn system of some sort, anything better than my current one really..
Event: Timer - Every 5 seconds real time
Conditions: (Number of Living units in (any units in region owned by player 15 matching (excluded: missle, dead, hidden, with at most any amount)) == 0
Actions: Create 3 units at various points
and the created units spawn within the region in the condition above, so it just checks that everything is dead before respawning EVERYTHING in the area, all i can come up with... with my very limited map making experience.. hooking on a "wait" trigger seems to bug the spawn :( Don't mean to barge in on the OPs thread, by all means help him first. (then me after :D) Appreciate any help though.
I already checked out that list my good sir, and there is only one spawning system and that is for a tower defense type map. I do not need this type of spawn as it is based on waves and not conditions like I mention I need. Thank you very much if you do decide to look into my request but when someone says they already searched it would be nice not to assume they are wrong just for the reason that it makes answering easier. It's just kind of rude considering... I don't mean to offend, simply stating that you shouldn't just think people are wrong because they need help.
Yes, I agree, my ideal spawn systems will be used to create an ORPG feel in my map. Monsters roaming the map and segregating into different areas, resources staying stocked in forests and mountains which keeps the rate they can be harvested down and cuts down on the amount of crafted items that can be floating around at any time. Respawning bosses that don't just pop up right after being killed allows you to use stronger bosses and divvy up loot between team mates after the battle without feeling rushed to get out of the way or get prepared for the next boss. Cuts down on boss farming as well.
conditions (if # of units in unit group (units in region A) is smaller than 20)
local variables: temp_num = arithmetic(2-0(# of units in unit group (units in region A)) >>>> this number will be how many zerglings need to be created to get the number back up to 20
actions-
repeat (temp_num) times
{
actions:
switch(random number between 0 and 2)
case 0 = create 1 zergling in region B and issue order to last created unit to patrol to region C
case 1 = create 1 zergling in region C and issue order to last created unit to patrol to region D
case 2 = create 1 zergling in region D and issue order to last created unit to patrol to region B
default = create 1 zergling in region B and issue order to last created unit to patrol to region C
}
That will create the necessary amount of zerglings at random regions and order them to patrol to the next region. if you want them to move in a circle between regions B, C and D just add these:
events- unit enters region B
condition= unit type = zergling
actions" order unit to move targeting point (make a point inside region C and put it here)
events- unit enters region C
condition= unit type = zergling
actions" order unit to move targeting point (make a point inside region D and put it here)
events- unit enters region D
condition= unit type = zergling
actions" order unit to move targeting point (make a point inside region B and put it here)
Hopefully that was what you are looking for, if its not, send me a PM and I'll try to fix it.
I haven't been able to find one on sc2mapster and I tried a couple searches on google and i only came up with a spawn system for starcraft 1 that was dependent on buildings being placed in certain regions. I'm not even sure if that would translate over to starcraft two.
If it helps, here's exactly what I want to happen. Perhaps it may help someone other than just myself.
Enemy Spawn system;
Region A is a large region with Region B, C, and D inside of it but the smaller regions do not overlap. When a unit is killed in Region A, it checks the current number of zerglings in region A, and if the number is less than a specified number, say 20, it spawns enough zerglings randomly in region B, C, and D to get the number up to 20. The Zerglings are forced to patrol between their spawn location and a random spot in another one of the regions B, C, or D. If a unit is spawned in a subregion (B, C, or D) it will never be instructed to patrol in that region, only one of the other two.
Alternate Spawn System.
Regions A, B, and C, are small regions with slight overlap located inside region D. When a specified unit type dies (more than one unit type would be great for this) in region D, a unit is spawned randomly in either region A, B, or C. The unit spawned has a 70% chance of being an ultralisk and a 30% chance of being a brutalisk.
Timed Spawn System.
Region A resides within Region B. When a unit is killed in Region B, wait 2 minutes then spawn a unit in region A.
@happy04: Go
I have a couple of spawn systems I use, Ill see what I can dig out for you when I get home from work :)
also edit :
http://www.sc2mapster.com/api-docs/tutorials/
check that link theres a couple there
I've been looking for a decent spawn system too, for a orpg though. Can't find many advanced spawning tutorials though, besides for the TD one. I need a RPG respawn system of some sort, anything better than my current one really..
Event: Timer - Every 5 seconds real time
Conditions: (Number of Living units in (any units in region owned by player 15 matching (excluded: missle, dead, hidden, with at most any amount)) == 0
Actions: Create 3 units at various points
and the created units spawn within the region in the condition above, so it just checks that everything is dead before respawning EVERYTHING in the area, all i can come up with... with my very limited map making experience.. hooking on a "wait" trigger seems to bug the spawn :( Don't mean to barge in on the OPs thread, by all means help him first. (then me after :D) Appreciate any help though.
@Cerosia: Go
I already checked out that list my good sir, and there is only one spawning system and that is for a tower defense type map. I do not need this type of spawn as it is based on waves and not conditions like I mention I need. Thank you very much if you do decide to look into my request but when someone says they already searched it would be nice not to assume they are wrong just for the reason that it makes answering easier. It's just kind of rude considering... I don't mean to offend, simply stating that you shouldn't just think people are wrong because they need help.
@Brinan: Go
Yes, I agree, my ideal spawn systems will be used to create an ORPG feel in my map. Monsters roaming the map and segregating into different areas, resources staying stocked in forests and mountains which keeps the rate they can be harvested down and cuts down on the amount of crafted items that can be floating around at any time. Respawning bosses that don't just pop up right after being killed allows you to use stronger bosses and divvy up loot between team mates after the battle without feeling rushed to get out of the way or get prepared for the next boss. Cuts down on boss farming as well.
This is relatively easy.
events- Periodic event, every few seconds
conditions (if # of units in unit group (units in region A) is smaller than 20)
local variables: temp_num = arithmetic(2-0(# of units in unit group (units in region A)) >>>> this number will be how many zerglings need to be created to get the number back up to 20
actions-
repeat (temp_num) times { actions:
switch(random number between 0 and 2) case 0 = create 1 zergling in region B and issue order to last created unit to patrol to region C case 1 = create 1 zergling in region C and issue order to last created unit to patrol to region D case 2 = create 1 zergling in region D and issue order to last created unit to patrol to region B default = create 1 zergling in region B and issue order to last created unit to patrol to region C
}
That will create the necessary amount of zerglings at random regions and order them to patrol to the next region. if you want them to move in a circle between regions B, C and D just add these:
events- unit enters region B condition= unit type = zergling actions" order unit to move targeting point (make a point inside region C and put it here)
events- unit enters region C condition= unit type = zergling actions" order unit to move targeting point (make a point inside region D and put it here)
events- unit enters region D condition= unit type = zergling actions" order unit to move targeting point (make a point inside region B and put it here)
Hopefully that was what you are looking for, if its not, send me a PM and I'll try to fix it.
edit- I sent you a PM with further details
@zeldarules28: Go
awesome! now i understand how to make this work. Neverending supply of enemies! Yessss! thank you =]
Here is my respawn system, can set it up to have certain conditions in spawning can be very creative with it
http://forums.sc2mapster.com/development/tutorials/6804-respawn-system/