I am pretty new to the Galaxy Editor, just started a few weeks ago with my first mod. I'm doing a balance overhaul since I hate the stressful games of LotV and stopped playing the original. It's called "noMMrandomECO" (a working title, but it's published, if someone want's to try). There are already many changes to stats and abilities, I have figured out on my own how to add for example a knockback... or a Mineral Stun with Shield from the HotS beta except it's increasing life while the Oracle is channeling...
What I'm trying to do now is add a button for each vespene Refinery to call a worker (who isn't mining vespene). I don't even know how to start here. I've looked at the Command Center's SCV-Load-Unload ability, and the Behavior (or was it Effect?) Issue Order. But I'm at a loss. And not many people have had that idea, so I've found no tutorials that could help. Has anyone an idea of how to accomplish this?
It will be a data and trigger needed for this your need range around your refinery to detect if there is an scv around and if there is one in a certain radius you either need a trigger to make an auto mated click to the refinery for you or you would need to just do it all in data some how.
Use an Effect - Instant ability that uses a Search Area effect which uses an Issue Order effect to tell your workers to use the Harvest ability. You will need a Unit Compare Order Queue validator so it only targets idle workers.
Wow thx DrSuperEvil, this was what I have been hoping for, and it works! I still need to make the Unit Compare Order Queue, but as long as it's 1 worker, he does it's job. Thanks very much!
With the Compare Order Queue validator just set it that the Harvest ability is not being queued. As you can guess you will need duplicate Issue Order effects under a Set effect since the workers of each race uses a different Harvest ability. Same will apply to the validator under a Combine validator.
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I'm having trouble with the validator. I guess I need to read more tutorials about it, I'm new after all. But I'm also getting very irritating results. For example: the effect was working more or less, so I duplicated it since I don't know whether I want and will succeed to finish it immediately, or leave it at that medium stage to come back later. But the duplicated effect, even though he has the exact same values in every field, is not working at all. I don't get it. Also I set "Is Worker" in the Search Area Effect Validator and it stopped working. I guess that's the wrong place? But unless I chain more effects, there is no place for a validator.
For now this ability calls 3 workers, usually the ones which are currently mining anyway, so most of the time I end up with optimal saturation, sometimes I have 4. My initial plan was to call 1 worker per click, which is either idle or mining minerals. But how to check what the worker is mining?
The is worker validator needs to go on the effect after the search as does the Compare Order Queue.
Set the search to only target a single unit (-1 is the default so targets all units). Again the Compare Order Queue validator is your friend in that it can detect specific command lots of an ability.
With my LEGZ walker demo map I use the validators to detect when the unit is preparing to use the leap attack. You can find the map under my data assets.
I think ideally you want the ability to call as many additional, nearby workers as needed for optimal saturation (i.e. 0–3), which means you have to exclude the ones that are already harvesting from that refinery/extractor/assimilator from the search. To find out which resource a worker is harvesting is unfortunately not as straightforward as it should be, but I've provided a decent solution here.
@DrSuperEvil: Go
Your legz walkers look amazing! But it's a little too complicated for me. As of now I'm getting better results by try and error.
@temhawk: Go
I actually don't want to make it too easy for the players, I only want to reduce the clicks needed to put workers into gas after they've been harassed (because there is too much harass in LotV). The ideal solution of putting the exact amount of workers they need would make the players not look at the refineries at all, so lucky me doesn't need to know how many harvesters are mining vespene. But I want to know, what they are mining. I want to call either an idle worker or one who's mining minerals.
I learned a few things from you guys, but I guess, after all I need to split down each gathering ability in two: one for minerals and one for vespene. I'm going to try that now...
And that's not working, "too many gathering abilities on unit". Hm.
I'm giving up. To make this work correctly I need either make 2 gathering abilities, but I get this error "too many gathering abilities on unit" and I don't know how to make it go away. Or a way to identify what the worker is mining. For now this ability will call 3 workers and that's not ideal, because I sometimes will end up with 4.
If anyone comes up with an idea, I'd be glad if he tells me. Maybe it's a limitation of the editor? Well I didn't think I would reach that with my first mod.. :O
Hello,
I am pretty new to the Galaxy Editor, just started a few weeks ago with my first mod. I'm doing a balance overhaul since I hate the stressful games of LotV and stopped playing the original. It's called "noMMrandomECO" (a working title, but it's published, if someone want's to try). There are already many changes to stats and abilities, I have figured out on my own how to add for example a knockback... or a Mineral Stun with Shield from the HotS beta except it's increasing life while the Oracle is channeling...
What I'm trying to do now is add a button for each vespene Refinery to call a worker (who isn't mining vespene). I don't even know how to start here. I've looked at the Command Center's SCV-Load-Unload ability, and the Behavior (or was it Effect?) Issue Order. But I'm at a loss. And not many people have had that idea, so I've found no tutorials that could help. Has anyone an idea of how to accomplish this?
Thanks.
It will be a data and trigger needed for this your need range around your refinery to detect if there is an scv around and if there is one in a certain radius you either need a trigger to make an auto mated click to the refinery for you or you would need to just do it all in data some how.
Use an Effect - Instant ability that uses a Search Area effect which uses an Issue Order effect to tell your workers to use the Harvest ability. You will need a Unit Compare Order Queue validator so it only targets idle workers.
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
Wow thx DrSuperEvil, this was what I have been hoping for, and it works! I still need to make the Unit Compare Order Queue, but as long as it's 1 worker, he does it's job. Thanks very much!
PS: Effect - Instant is an ability thou.
Sorry was a typo.
With the Compare Order Queue validator just set it that the Harvest ability is not being queued. As you can guess you will need duplicate Issue Order effects under a Set effect since the workers of each race uses a different Harvest ability. Same will apply to the validator under a Combine validator.
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'm having trouble with the validator. I guess I need to read more tutorials about it, I'm new after all. But I'm also getting very irritating results. For example: the effect was working more or less, so I duplicated it since I don't know whether I want and will succeed to finish it immediately, or leave it at that medium stage to come back later. But the duplicated effect, even though he has the exact same values in every field, is not working at all. I don't get it. Also I set "Is Worker" in the Search Area Effect Validator and it stopped working. I guess that's the wrong place? But unless I chain more effects, there is no place for a validator.
For now this ability calls 3 workers, usually the ones which are currently mining anyway, so most of the time I end up with optimal saturation, sometimes I have 4. My initial plan was to call 1 worker per click, which is either idle or mining minerals. But how to check what the worker is mining?
The is worker validator needs to go on the effect after the search as does the Compare Order Queue.
Set the search to only target a single unit (-1 is the default so targets all units). Again the Compare Order Queue validator is your friend in that it can detect specific command lots of an ability.
With my LEGZ walker demo map I use the validators to detect when the unit is preparing to use the leap attack. You can find the map under my data assets.
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 think ideally you want the ability to call as many additional, nearby workers as needed for optimal saturation (i.e. 0–3), which means you have to exclude the ones that are already harvesting from that refinery/extractor/assimilator from the search. To find out which resource a worker is harvesting is unfortunately not as straightforward as it should be, but I've provided a decent solution here.
@DrSuperEvil: Go Your legz walkers look amazing! But it's a little too complicated for me. As of now I'm getting better results by try and error.
@temhawk: Go I actually don't want to make it too easy for the players, I only want to reduce the clicks needed to put workers into gas after they've been harassed (because there is too much harass in LotV). The ideal solution of putting the exact amount of workers they need would make the players not look at the refineries at all, so lucky me doesn't need to know how many harvesters are mining vespene. But I want to know, what they are mining. I want to call either an idle worker or one who's mining minerals.
I learned a few things from you guys, but I guess, after all I need to split down each gathering ability in two: one for minerals and one for vespene. I'm going to try that now...
And that's not working, "too many gathering abilities on unit". Hm.
I'm giving up. To make this work correctly I need either make 2 gathering abilities, but I get this error "too many gathering abilities on unit" and I don't know how to make it go away. Or a way to identify what the worker is mining. For now this ability will call 3 workers and that's not ideal, because I sometimes will end up with 4.
If anyone comes up with an idea, I'd be glad if he tells me. Maybe it's a limitation of the editor? Well I didn't think I would reach that with my first mod.. :O
I once simulated the harvest ability in one of my demo maps but I have had feedback that some patch broke parts of it.
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