So, the data editor intimidates the crap out of me. I can do things like make new units with their own actors and what not but all of the linking can be a bit confusing at times. So to the point, I am doing a remake of Sim Ant and I am not sure exactly how to create a custom resource, with a few twists. What I want is to make a "fruit" unit/resource that starts out large and can be harvested from. A much smaller version of that fruit will appear to be carried by the harvesting ant, just like scv's with minerals. As the larger fruit is being harvested, it will shrink depending on how much of it is left. Either that, or the larger version can be "killed" to create a bunch of smaller versions which can be lifted and carried by the ants. These small fruits will be carried back to the nest where the queen will eat them and produce larvae.
What I want to know is: how I can make the fruit unit without resorting to triggers (which I can do, but with 100s of ants it might turn into a lagfest)?
Look at existing minerals. They change model as their resource count falls. Instead of changing the model, though, you'd set the scale lower and lower.
And to turn zerglings into harvesters I would simply give them the drone-harvest ability right? Would this cause the fruit actor to appear on top of them when they had some?
Edit: Think I figured it out :) There is still a little blue mineral ring around the pineapple but seems to work.
Look at existing minerals. They change model as their resource count falls. Instead of changing the model, though, you'd set the scale lower and lower.
Still haven't found the field that correlates with resource count. Is it an actor event?
No, the resource count of a particular field is handled through a behavior in the data editor, with the behavior type of resource. So, to address it in the actor for the resource you would use a behavior event. (If i understood you correctly....)
Well, I see where it addresses the depletion variation count in the behavior as "behaviorlevel" , but I'm at a loss how you would convert that over to scale. I'm still pretty new to the editor (so not sure why I'm trying to help, but I am :) ). After looking into it though, in the events, under the "behavior.mineralfield.deplete", there is a term called "comparefield", which, if i am understanding this correctly, allows you to do a logical comparison between the "stats: amount" field (or whatever field you like) in the resource behavior to a static value. You could then apply your scaling event if it falls below a threshhold.... Perhaps the answer lies somewhere in there?
If you're new to the editor then I'm really new. LOL
Edit: I think it would definitely be possible in say, 5 increments as opposed to lowering the scale every time the count drops by 1. Worth a shot. Thank you.
No, I'm really am. I've only been messing around in it for a month or so. But I'm a pretty good programmer, so having that background has been helpful to me. Thanks though.
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So, the data editor intimidates the crap out of me. I can do things like make new units with their own actors and what not but all of the linking can be a bit confusing at times. So to the point, I am doing a remake of Sim Ant and I am not sure exactly how to create a custom resource, with a few twists. What I want is to make a "fruit" unit/resource that starts out large and can be harvested from. A much smaller version of that fruit will appear to be carried by the harvesting ant, just like scv's with minerals. As the larger fruit is being harvested, it will shrink depending on how much of it is left. Either that, or the larger version can be "killed" to create a bunch of smaller versions which can be lifted and carried by the ants. These small fruits will be carried back to the nest where the queen will eat them and produce larvae.
What I want to know is: how I can make the fruit unit without resorting to triggers (which I can do, but with 100s of ants it might turn into a lagfest)?
Look at existing minerals. They change model as their resource count falls. Instead of changing the model, though, you'd set the scale lower and lower.
@A52BcE: Go
And to turn zerglings into harvesters I would simply give them the drone-harvest ability right? Would this cause the fruit actor to appear on top of them when they had some?
Edit: Think I figured it out :) There is still a little blue mineral ring around the pineapple but seems to work.
Still haven't found the field that correlates with resource count. Is it an actor event?
@voodude2008: Go
No, the resource count of a particular field is handled through a behavior in the data editor, with the behavior type of resource. So, to address it in the actor for the resource you would use a behavior event. (If i understood you correctly....)
Edit: Actually, I don't think i did, so nvm....
@Snappybean: Go
Basically I want to find a way to "link" a node's resource count to it's actor or model scale so that as the node is depleted it will shrink.
@voodude2008: Go
Well, I see where it addresses the depletion variation count in the behavior as "behaviorlevel" , but I'm at a loss how you would convert that over to scale. I'm still pretty new to the editor (so not sure why I'm trying to help, but I am :) ). After looking into it though, in the events, under the "behavior.mineralfield.deplete", there is a term called "comparefield", which, if i am understanding this correctly, allows you to do a logical comparison between the "stats: amount" field (or whatever field you like) in the resource behavior to a static value. You could then apply your scaling event if it falls below a threshhold.... Perhaps the answer lies somewhere in there?
@Snappybean: Go
If you're new to the editor then I'm really new. LOL
Edit: I think it would definitely be possible in say, 5 increments as opposed to lowering the scale every time the count drops by 1. Worth a shot. Thank you.
@voodude2008: Go
No, I'm really am. I've only been messing around in it for a month or so. But I'm a pretty good programmer, so having that background has been helpful to me. Thanks though.