On the map I am working on I would like to cap the total minerals a player can have at a given moment but have that cap be upgradable. I would also like to display it like supply is displayed (current value/Max Value). I've done some searching of the forms but only seem to find topics discussing renaming and displaying custom resources, nothing about modifying existing properties of resources. can this be done?
I have a Trigger Solution, I'm not sure if it's doable 100% by data. in Event of the trigger add a Player Property Event, then set to Any Player gains Minerals. Then in Conditions add a Player Property Condition Minerals > Mineral Cap (Mineral Cap is Variable set to a limit in a second Trigger). Last add Action Set Player Minerals to (Current Mineral Cap) say it's 1,000.
Then a Second Trigger for Changing the Level Cap. Event Ability is used (Set Ability to your Upgrade ability). Next in Actions add a Modify Variable to modify Level Cap +1 and a Set Variable Mineral Cap = 1,000 + (1,000 * Level Cap) so at no Upgrade your Limit would be 1,000 Minerals, at Level 1 the Limit would be 2,000 Minerals, and at Level 10 the Limit would be 11,000 Minerals.
The Level Cap is a Integer Variable you can have it increase through either with Triggers only, or a Combination of a Data Ability that when clicked a Trigger Increases the Upgrade while the Data takes care of any costs for Upgrading. If you need more Clarification feel free to post here for more info or PM me.
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You could also use supply as your main resource and changd its name and icon to minerals. You could then use triggers to have the real minerals work as supply and give a cap.
CONTRA: would not display supply cap anymore
PRO: This would display mineral cap as you want it
Quite easy to realize
mineral gathering does not take place like in a melee map but reaching the cap does hinder your income which is sort of the point. I had thought about using triggers just was hoping there might be an easier way to display it. I will probably just use a leader board to display the variables. I like that idea for using the supply, an interesting alternative. Though I think I want the supply cap displayed as well. I dont know, I'll test it a couple ways. thank you all.
I was thinking making a trigger with (if the mineral cap is 10,000) conditions saying IF Player X gets >=10,001 minerals THEN set player property Minerals Set To 10,000
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On the map I am working on I would like to cap the total minerals a player can have at a given moment but have that cap be upgradable. I would also like to display it like supply is displayed (current value/Max Value). I've done some searching of the forms but only seem to find topics discussing renaming and displaying custom resources, nothing about modifying existing properties of resources. can this be done?
@redeamed: Go
I have a Trigger Solution, I'm not sure if it's doable 100% by data. in Event of the trigger add a Player Property Event, then set to Any Player gains Minerals. Then in Conditions add a Player Property Condition Minerals > Mineral Cap (Mineral Cap is Variable set to a limit in a second Trigger). Last add Action Set Player Minerals to (Current Mineral Cap) say it's 1,000.
Then a Second Trigger for Changing the Level Cap. Event Ability is used (Set Ability to your Upgrade ability). Next in Actions add a Modify Variable to modify Level Cap +1 and a Set Variable Mineral Cap = 1,000 + (1,000 * Level Cap) so at no Upgrade your Limit would be 1,000 Minerals, at Level 1 the Limit would be 2,000 Minerals, and at Level 10 the Limit would be 11,000 Minerals.
The Level Cap is a Integer Variable you can have it increase through either with Triggers only, or a Combination of a Data Ability that when clicked a Trigger Increases the Upgrade while the Data takes care of any costs for Upgrading. If you need more Clarification feel free to post here for more info or PM me.
You could also use supply as your main resource and changd its name and icon to minerals. You could then use triggers to have the real minerals work as supply and give a cap. CONTRA: would not display supply cap anymore PRO: This would display mineral cap as you want it Quite easy to realize
When you hit the cap is resource gathering meant to stop or does it continue with you just wasting the excess?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
mineral gathering does not take place like in a melee map but reaching the cap does hinder your income which is sort of the point. I had thought about using triggers just was hoping there might be an easier way to display it. I will probably just use a leader board to display the variables. I like that idea for using the supply, an interesting alternative. Though I think I want the supply cap displayed as well. I dont know, I'll test it a couple ways. thank you all.
Well if you are adding resources via triggers then make the whole think triggers.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I was thinking making a trigger with (if the mineral cap is 10,000) conditions saying IF Player X gets >=10,001 minerals THEN set player property Minerals Set To 10,000