Well so far it will be a bit of column A and a bit from column B. Define your opinion of at once (was thinking 8x 35 within the time for the conveyor actor to reach the top). The more impressive part is the booms ability to hover over the target in a distance dependent fashion without using custom models. The rest is just showmanship with actors.
True the doodad crane parts 2x2 do not scale well. Anyway here is another pic although it will be a while before it is ready yet. Currently it is the size of a command center and has the boom extend to a mineral patch up to 10 squares away. There will also be fine tuning needed of the boom extention because it tends to overshoot at far away targets.
That was so I could calibrate the movement of the boom. Can always be reduced, also command centers dont need to be built right next to minerals and have workers harvest minerals from further away. In melee mineral patches are up to 9 squares away.
Yeah this was going to be a T2/T3 structure and maybe be used in parallel with an upgrade to allow auto vespene harvesting. Would need power but would free up some pop for larger army.
Since I took that pic I have redesigned the boom visuals. Need to complete the boom visuals, add some extras around the elevator and implement the elevator for mining on cliffs at different heights.
ATTACHMENTS
Screenshot2011-10-10_19_16_57.jpg
Screenshot2011-10-10_20_34_40.jpg
Screenshot2011-10-10_22_27_10.jpg
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Considering how large I made this interpretation of the harvester, it might be appropriate to limit it to a certain number like the mothership.
Status report:
Need to add one more visual model to the rear
Add sounds to the various functions and actions
Add birth and death progressions
Get you guys to help perfect the calibration of the boom
Force someone to implement it while I work on the next great awesome factor.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
My only complaint, looking at the map, is how 'jerky' it looks when the crane reaches down and then comes back up. But I have no idea if it can be helped...
And I don't want to try transferring, sorry. Last time I did that was with a traceline and nothing I did would make it work afterwards.
Heck I made it to be an awesome mean lean strip mining machine. Yeah I just give it an arbitrary multiple of 7 (value of normal mineral miners) so currently it does 8 x 5 x 7 which is about 40 workers per cycle but each cycle takes about 2-3x as long as the workers harvesting. As a rough guess I would make it cost 500-1000 minerals Unlike workers which mine several fields equally, it harvests one fast.
Also you are right about the second tentacle looking jerky. For some reason the guidance mover is not good for vertical distance calculations
So if a mineral was at the bottom of a cliff, and you built one of these at the top, then it can mine it? Also, I would say probably only 2 at a time at the maximum, but maybe you can press a button to make it change back to a regular town hall and get a small fraction of minerals back, so you can build one somewhere else when your done?
@DrSuperEvil: Go The issue about its efficiency is that players can still harvest those mineral fields with workers, so the combo would be extremely OP, also it has the ability to mine any mineral field within its range, ignoring height and pathing, which can make it a lot more useful than the same amount of workers depending on the situation. I don't think its a problem, It will definitely need to be balanced when we start alpha testing it, but it will be the best looking booster of all races.
EDIT: Just to give an example maps like Agria Valley have some excellent spots to place one of these, you could place it at the center of the map, over the cliff, and maybe it would be able to harvest from both expansions in the middle and most ground units wouldn't even be able to get there and attack it.
So it grabs 280 resources, then gives it 5 at a time, or all at once?
Well so far it will be a bit of column A and a bit from column B. Define your opinion of at once (was thinking 8x 35 within the time for the conveyor actor to reach the top). The more impressive part is the booms ability to hover over the target in a distance dependent fashion without using custom models. The rest is just showmanship with actors.
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 Is it ready to be added to the map? What else can we add to it right now?
The power system is ready, as for the auto harvester, it is still being made, but here is a pic I made a bit earlier.
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
It looks awesome, but its too big!
True the doodad crane parts 2x2 do not scale well. Anyway here is another pic although it will be a while before it is ready yet. Currently it is the size of a command center and has the boom extend to a mineral patch up to 10 squares away. There will also be fine tuning needed of the boom extention because it tends to overshoot at far away targets.
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
It will look great. Isn't 10 squares too much? How close can Command Centers be to minerals? It shouldnt be much more than that.
That was so I could calibrate the movement of the boom. Can always be reduced, also command centers dont need to be built right next to minerals and have workers harvest minerals from further away. In melee mineral patches are up to 9 squares away.
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 must admit, that's pretty awesome. So the robots will have this along with workers correct?
Yeah this was going to be a T2/T3 structure and maybe be used in parallel with an upgrade to allow auto vespene harvesting. Would need power but would free up some pop for larger army.
Since I took that pic I have redesigned the boom visuals. Need to complete the boom visuals, add some extras around the elevator and implement the elevator for mining on cliffs at different heights.
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 can't even describe how cool that looks.
Yeah, that and the automated extractor should require power, but the normal extractor shouldn't imo.
Considering how large I made this interpretation of the harvester, it might be appropriate to limit it to a certain number like the mothership.
Status report:
Need to add one more visual model to the rear
Add sounds to the various functions and actions
Add birth and death progressions
Get you guys to help perfect the calibration of the boom
Force someone to implement it while I work on the next great awesome factor.
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
You mean someone else will have to do the boring part of moving everything to project file. That's just mean. ;-)
EDIT: Or should I say its just super... evil... :-)
Heck you try making something that epic
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
My only complaint, looking at the map, is how 'jerky' it looks when the crane reaches down and then comes back up. But I have no idea if it can be helped...
And I don't want to try transferring, sorry. Last time I did that was with a traceline and nothing I did would make it work afterwards.
Yeah I need to change the mover for the grabber from guidance to parabola.
Still work in progress
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
It also works really fast.
Looks like it could clear an expansion much faster than an equal-cost group of workers, but I guess that can be fine-tuned later.
@AtikLYar: Go
Heck I made it to be an awesome mean lean strip mining machine. Yeah I just give it an arbitrary multiple of 7 (value of normal mineral miners) so currently it does 8 x 5 x 7 which is about 40 workers per cycle but each cycle takes about 2-3x as long as the workers harvesting. As a rough guess I would make it cost 500-1000 minerals Unlike workers which mine several fields equally, it harvests one fast.
Also you are right about the second tentacle looking jerky. For some reason the guidance mover is not good for vertical distance calculations
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
So if a mineral was at the bottom of a cliff, and you built one of these at the top, then it can mine it? Also, I would say probably only 2 at a time at the maximum, but maybe you can press a button to make it change back to a regular town hall and get a small fraction of minerals back, so you can build one somewhere else when your done?
@DrSuperEvil: Go The issue about its efficiency is that players can still harvest those mineral fields with workers, so the combo would be extremely OP, also it has the ability to mine any mineral field within its range, ignoring height and pathing, which can make it a lot more useful than the same amount of workers depending on the situation. I don't think its a problem, It will definitely need to be balanced when we start alpha testing it, but it will be the best looking booster of all races.
EDIT: Just to give an example maps like Agria Valley have some excellent spots to place one of these, you could place it at the center of the map, over the cliff, and maybe it would be able to harvest from both expansions in the middle and most ground units wouldn't even be able to get there and attack it.