Random Starting Location?

Aaron7772

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How do you make it so that your starting location randomly spawns somewhere on the map? I need it to spawn randomly, but not within like 500 feet of another person ( everyone is unallied ) You only start with units, no buildings, so it could be in water. Help
 

Father_Chaos

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I think you just cannot create starting locations with triggers... They have to be placed directly in the editor.
 

x42bn6

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Aaron7772 said:
How do you make it so that your starting location randomly spawns somewhere on the map? I need it to spawn randomly, but not within like 500 feet of another person ( everyone is unallied ) You only start with units, no buildings, so it could be in water. Help
Try this. But it will not be a melee map.

Events
Melee Initialization

Actions
Unit - Move [Starting position of [Player 1]] to [Random point on [Entire map]]
Repeat for each player
Melee Game - Create starting units for players

Note that this places the starting locations in positions you might not want, such as in front of creeps, on islands (!) and on badly made terrains where the units have nowhere to move (!!).*
 

Father_Chaos

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x42bn6 said:
Try this. But it will not be a melee map.

Events
Melee Initialization

Actions
Unit - Move [Starting position of [Player 1]] to [Random point on [Entire map]]
Repeat for each player
Melee Game - Create starting units for players

Note that this places the starting locations in positions you might not want, such as in front of creeps, on islands (!) and on badly made terrains where the units have nowhere to move (!!).*
Is [Starting position of [Player 1]] a trigger function?
 

Aaron7772

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I dont have to worry about in a place i dont want, there are no creeps, there might put in an island but i dunno, everyone would go to the island to build since its...well you know...an island.
 

ChrisH36

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IF you want percise locations. You will need more locations, and possibly a random number function. It will generate a number between 1 and the maximum number of locations. If there are no units at that location, then generate the units at location (x). This will require triggers based on the number of locations that will do this.
 

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