Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Scenario Design > Guides > Random Triggers spawns
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With Userpatch 1.5 you have a RandomPercent condition.
Edit: Checked your map, and the triggers are chaotic. Try do it with the ram/transport way.
Edit: Checked your map, and the triggers are chaotic. Try do it with the ram/transport way.
so you are suggesting i should use rams on land instead of kings?
Finally direct conversation
thanks
Blood of the hill
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I think the example scenario from the aok.heaven guide shows the concept well. The transport-ship unloads to a random location, if ordered to unload under itself by the trigger. By the unload location you can make 4 possible point, so a 25% randomness. Giving more ship can give more options.
Here two example:
- 8+8 unit in two transport-ship. Game detect diplo (mostly based on who is allied with p1) then remove the unnecessary units from ships (based on result), then you have 4+4. Unload them, you got two team spawn point. This is what I used in the Blood of the hill map.
- 3 ship now. One with just two exit (50-50%) other two 4-4 (25% 4x + 25% 4x). Each ship has just 1 unit in it. Unload it from first ship, then it can be 50-50% which comes next, then unload from that. You made a 12.5% random option. Then close the unload option from that. Now You have 50-50% then 25% 3x + 25% 4x. Repeat unloading till not all spot has been used (make sure, if one boat is already used all point, then close that option from 1. boat. Maybe this one sounds a bit overcomplicated, but it works fine for the battleship map.
im not doing this on voobly version of the map .scx
it is .aoe2scenario
Edited: On the Transport Ship. Do i need to have Gaia units inside the ship? because there
the ships is empty and how will it unload?
Gaia is not mandatory, but hardly suggested to prevent abuses (host delete it when enemy have to spawn). And yes, gaia unit in gaia loader.