I just started working on a Warcraft 2-ish map, but I've hit a snag.
What I'm trying to make is the following: All the workers are supposed to bring home 25% more minerals with each trip after a certain structure is built. However, that bonus should only last for as long as the player has at least one of them alive.
In short, as long as a player has a, well, let's call it "Processing Structure", every worker brings home more resources per trip.
Now, the only place that I've found in the data editor that allowed me to augment the "minerals recieved" multiplier for units was in the Upgrades filed. However, I was unable to make the research instantly active once the structure was built, as well as to be disabled as soon as the last structure of its' kind is destroyed.
If you ever played Warcraft 2, I can just say: Lumber Mill effect. That's what I'm trying to get, and that is what I'm failing to do.
I know a passive ability that has the requirements of "Have Processing Structure" should work, but I couldn't find out to increase the mining effectiveness wby an ability.
So if an ability can do this, I would set the Flags - Automatic section to true, and use a requirement to do a unit count or a massive enumerate area validator looking for this type of structure.
Add a permanent behavior to all of the worker units with Modification+->Resources->Harvest Amount Multiplier to 1.25 for the appropriate resource (It might only have to be .25, you'll know to change it to that if your workers are getting 125% more lumber).
Then create a Requirement that does a Count Unit for your Lumber Mill as Completed.
Change your behavior's Requirements by adding the new requirement.
O.o I can't believe I missed the "Modification+" before. That'd make things easier.
If it worked. The behaviour doesn't seem to work, neither as an "attribute", nor as a "buff".
The requirements are set up properly
I have also tried using "Resource Harvest Amount Bonus" instead of the multiplier, but no luck.
A mineral node is set up to have a hundred minerals, and a miner cuts that away with a single, long mining time. The +25% are supposed to come from technically nowhere, as a bonus. That, however, is not the problem, as the Behaviour fails even if the "bonus" gain is for vesphene, which has more than an ample supply.
Hey.
I made a map for you. You need to build a pylon to accelerate your workers (+5 vespane collection).
The main part is in behaviors tab. You have "Accelerate Harverester" behavior with two changed fields: "Behavior: Modification +" and "Behavior: Requirements".
There is a custom requirement that check number of player's pylons and harverester (peasant) unit with "Behavior: Behaviors +" field filled.
It works.
Additionaly you can hide this behavior on unit status card by changing "Stats: Flags" field.
I has been a while since I even touched the editor, Dr. :D
Frizi, thanks for the demonstration. I did everything precisely in the same manner, again, and it worked!
However!
The problem I was afraid of popped up. the extra minerals are supposed to come as a BONUS besides the normal amount. This means that a tree yields one hundred minerals.
I guess that means either the bonus has to be added just as the worker returns the lumber, or that the tries have to hold the extra recources ,and must be destroyed as soon as someone is done mining them. Eh. I'll see what I can do with behaviours or triggers. Thanks, fellas. :)
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I just started working on a Warcraft 2-ish map, but I've hit a snag.
What I'm trying to make is the following: All the workers are supposed to bring home 25% more minerals with each trip after a certain structure is built. However, that bonus should only last for as long as the player has at least one of them alive.
In short, as long as a player has a, well, let's call it "Processing Structure", every worker brings home more resources per trip.
Now, the only place that I've found in the data editor that allowed me to augment the "minerals recieved" multiplier for units was in the Upgrades filed. However, I was unable to make the research instantly active once the structure was built, as well as to be disabled as soon as the last structure of its' kind is destroyed.
If you ever played Warcraft 2, I can just say: Lumber Mill effect. That's what I'm trying to get, and that is what I'm failing to do.
I know a passive ability that has the requirements of "Have Processing Structure" should work, but I couldn't find out to increase the mining effectiveness wby an ability.
Any takes on how to solve the issue?
Thanks for readin'! :D
@deloctyte: Go
So if an ability can do this, I would set the Flags - Automatic section to true, and use a requirement to do a unit count or a massive enumerate area validator looking for this type of structure.
Add a permanent behavior to all of the worker units with Modification+->Resources->Harvest Amount Multiplier to 1.25 for the appropriate resource (It might only have to be .25, you'll know to change it to that if your workers are getting 125% more lumber).
Then create a Requirement that does a Count Unit for your Lumber Mill as Completed.
Change your behavior's Requirements by adding the new requirement.
That's all you have to do. :)
@Dragoneles: Go
O.o I can't believe I missed the "Modification+" before. That'd make things easier.
If it worked. The behaviour doesn't seem to work, neither as an "attribute", nor as a "buff".
The requirements are set up properly
I have also tried using "Resource Harvest Amount Bonus" instead of the multiplier, but no luck.
A mineral node is set up to have a hundred minerals, and a miner cuts that away with a single, long mining time. The +25% are supposed to come from technically nowhere, as a bonus. That, however, is not the problem, as the Behaviour fails even if the "bonus" gain is for vesphene, which has more than an ample supply.
Any ideas?
Hey. I made a map for you. You need to build a pylon to accelerate your workers (+5 vespane collection). The main part is in behaviors tab. You have "Accelerate Harverester" behavior with two changed fields: "Behavior: Modification +" and "Behavior: Requirements". There is a custom requirement that check number of player's pylons and harverester (peasant) unit with "Behavior: Behaviors +" field filled. It works.
Additionaly you can hide this behavior on unit status card by changing "Stats: Flags" field.
You never read the wiki? That has told you about the field for nearly a year.
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
@DrSuperEvil: Go
I has been a while since I even touched the editor, Dr. :D
Frizi, thanks for the demonstration. I did everything precisely in the same manner, again, and it worked!
However!
The problem I was afraid of popped up. the extra minerals are supposed to come as a BONUS besides the normal amount. This means that a tree yields one hundred minerals.
I guess that means either the bonus has to be added just as the worker returns the lumber, or that the tries have to hold the extra recources ,and must be destroyed as soon as someone is done mining them. Eh. I'll see what I can do with behaviours or triggers. Thanks, fellas. :)