I would like a command centre, owned by one player on a team, to allow every player on that team to drop off their minerals there via collectors like an SCV.
So, player 1 owns the command centre, player 2 has a SCV and is allied to player 1. Player 2 sends a SCV to collect minerals and player 2's SCV will automatically return to drop them off at player 1's command centre as if it were their own. The minerals are given correctly to player 2.
In theory that'd work, but on this map there will be a maximum of 13 players, and they will be able to be placed in 1 of 3 different teams each game, each with a command centre... so it'd be altogether messy to do that! I'm just wondering is there a clever data fix, something like a behaviour, validator or ability value which allows one to make drop off of minerals to any allied CC, not just the players.
I would do what DrSuperEvil suggested, or do a modified version of what Grenegg suggested. Have a trigger that creates an invisible unit, doesn't have to be a command center, with the same radius on top of the command center. Have this unit have the flag that allows resources to be dropped off. If you are confused on how you would do that, simply do a "pick each unit in unit group", with the unit group being "allies of player, owner of CC".
If you have pre-placed command centers, have a trigger with the same actions, but with events being "map initialization", and a loop picking each CC in the map.
I have heard that what I propose has been done before, so I presume it must be something simple like flicking a tick box in some obscure thing somewhere in data.
I do appreciate everyone else's feedback, and will follow it up, but as a last resort. I want to see if something like the aforementioned will work first... or, at least, absolutely won't!
Anyone have any data-based solutions regarding the gathering and dropping off abilities/behaviours? I've had a look around but I can't make heads or tails of it.
Could have it that a modify unit effect drains resources while you get a buff stack equal to the number of minerals harvested that you then exchange for resources at the neutral building.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Make an ability that applies a modify unit effect on target (the resource) and appies a buff counter stack to the mining unit with a validator that the resource has >0 resources. You can then use a buff with a periodic effect that is validated by counting the number of the resource counter buff stacks which issue orders the unit to move back to base to deposit them. The base then has a battery type ability which applies an effect that removes a stack of the resource buff and uses a modify player effect that validates the target unit has >0 stacks of the resource buff.
You can make the harvesting more refined by a buff that if the resource being targeted runs out it then searches for by proximity the nearest resource and uses issue order to target it with the harvest ability if the number of stacks is less than a threshold yet use a switch effect to go back to the depot if there is no resources within a certain proximity (enumerate area validator). When the deposit ability is used you can use a buff to go back to work a periodic effect that is activated when the resource counter buff hits 0 which uses a search area (by proximity) and an issue order to use your harvest.
Hello,
I would like a command centre, owned by one player on a team, to allow every player on that team to drop off their minerals there via collectors like an SCV.
So, player 1 owns the command centre, player 2 has a SCV and is allied to player 1. Player 2 sends a SCV to collect minerals and player 2's SCV will automatically return to drop them off at player 1's command centre as if it were their own. The minerals are given correctly to player 2.
Any help, greatly appreciated.
@nodgene: Go
Put an indivisible CC under your allies?
@grenegg: Go
In theory that'd work, but on this map there will be a maximum of 13 players, and they will be able to be placed in 1 of 3 different teams each game, each with a command centre... so it'd be altogether messy to do that! I'm just wondering is there a clever data fix, something like a behaviour, validator or ability value which allows one to make drop off of minerals to any allied CC, not just the players.
My first idea is adding ally to a filter of the drop off ability. I got no editor at the moment so i will check that tomorrow.
Use the interact ability with shared control? Or simulate the whole gethering proceedure and give resources via a Modify Player effect?
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 would do what DrSuperEvil suggested, or do a modified version of what Grenegg suggested. Have a trigger that creates an invisible unit, doesn't have to be a command center, with the same radius on top of the command center. Have this unit have the flag that allows resources to be dropped off. If you are confused on how you would do that, simply do a "pick each unit in unit group", with the unit group being "allies of player, owner of CC".
If you have pre-placed command centers, have a trigger with the same actions, but with events being "map initialization", and a loop picking each CC in the map.
Great to be back and part of the community again!
@Arkless: Go
I have heard that what I propose has been done before, so I presume it must be something simple like flicking a tick box in some obscure thing somewhere in data.
I do appreciate everyone else's feedback, and will follow it up, but as a last resort. I want to see if something like the aforementioned will work first... or, at least, absolutely won't!
@nodgene: Go
I was unable to find any simple solution.
@Arkless: Go
Unfortunate, thanks.
Anyone have any data-based solutions regarding the gathering and dropping off abilities/behaviours? I've had a look around but I can't make heads or tails of it.
Could have it that a modify unit effect drains resources while you get a buff stack equal to the number of minerals harvested that you then exchange for resources at the neutral building.
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
That's certainly different, care to elaborate? I think I understand what you mean. Not sure.
Make an ability that applies a modify unit effect on target (the resource) and appies a buff counter stack to the mining unit with a validator that the resource has >0 resources. You can then use a buff with a periodic effect that is validated by counting the number of the resource counter buff stacks which issue orders the unit to move back to base to deposit them. The base then has a battery type ability which applies an effect that removes a stack of the resource buff and uses a modify player effect that validates the target unit has >0 stacks of the resource buff.
You can make the harvesting more refined by a buff that if the resource being targeted runs out it then searches for by proximity the nearest resource and uses issue order to target it with the harvest ability if the number of stacks is less than a threshold yet use a switch effect to go back to the depot if there is no resources within a certain proximity (enumerate area validator). When the deposit ability is used you can use a buff to go back to work a periodic effect that is activated when the resource counter buff hits 0 which uses a search area (by proximity) and an issue order to use your harvest.
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