How can I change the harverster amount for a resource node. (Standard = 3 per mineral node)
"Bypass Resource Queue allows the unit to harvest even if the maximum number of harvesters are already working on that resource unit"
I've found this however this makes it unlimited.
How can I change the maximum number of harvesters from 3 to 5 for example.
Thank you very much ! Is there perhaps another way so I can adjust the amount of workers depending on the faction. Faction A has 5 workers while Faction B only 3?
If I were to copy all the behaviors all the validators and effects from your 1test_harvest simulator. And I assign the behaviors just like you did with the marines. Should that work or did I forget something? The reason I ask is cause it doesn't work at all. The unit just sits at the mineral field and has a bunch of buffs before even ordering it to the mineral field. I'm going over it a few times. Comparing yours with mine but don't see what's missing.
Dang how did I miss that. Seems some patch broke some stuff. To get it functioning again you need to add the 1test depot validator to the 1test transfer resources and 1test transfer resources 2 effects.
To make a copy of the system you need to adjust some of the Unit Type validators, specifically the 1test depot and 1test is miner validators since those specify what units are the workers and the drop off structure. You can use a Combine validator with Or logic to have multiple units being able to be classed as the drop off structure eg. zerg hive/lair/hatchery.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Ok so that works however.. While my own depot is right next to the mineral field it brings it to the enemy depot across the map. The depot has the exact same name so I have to validate it somewhere that it has to be a structure this player owns I suppose and maybe a way so it prioritise the closest depot.
Thanks! Issue resolved I had to make sure"1test nearest depot search" only search for "player" objects with that name.
(Basic) Search: Search Filters Excluded: Ally, Neutral, Enemy
The demo map was a proof of concept and could be manipulated to include shared resources between allies or even whole manufacturing chains (coal + iron = steel).
I still need to rename all the parts of your harvester system and duplicate it 2 more times (since I have 3 different factions). Still need to test if there are no issues but I think it should work out fine...
Above the command center you have a harverster counter that tells you how many harversters are working etc. Can this work with your harversting system? Or do I have to find a way to hide that than replicate it...
To hide it is easy with the UI: Harvester Data + fields on the Unit actor of your resource depot structures.
Recreating it depends on how easy it is for text actors to count unit buff stacks. Actually it should be pretty easy if you use the Set Text (Localized) event action and Validate Unit terms.
that would be the "powa" of a front page daily SOLVED highlite .. something like mapster showcasing ITSELF properly :/
there would be a dual link / the thread asking and the "thread u pointed to" .. nothing more (add the name of the "solvant" :D poster who "solutionned" it previously..)
:D it would definitely show new people that many queries have already been answered and that all that is there ripped for the picking!
ty for eveil
(typo is on purpose, in frog "eveil" means.. ... and that certainly sounds like what you do) <3
How can I change the harverster amount for a resource node. (Standard = 3 per mineral node)
"Bypass Resource Queue allows the unit to harvest even if the maximum number of harvesters are already working on that resource unit" I've found this however this makes it unlimited.
How can I change the maximum number of harvesters from 3 to 5 for example.
The Stats: Ideal Harvester Count field of the Resource behaviour.
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
Thank you very much ! Is there perhaps another way so I can adjust the amount of workers depending on the faction. Faction A has 5 workers while Faction B only 3?
Not unless you simulate the harvest ability (like my one demo map).
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
If I were to copy all the behaviors all the validators and effects from your 1test_harvest simulator. And I assign the behaviors just like you did with the marines. Should that work or did I forget something? The reason I ask is cause it doesn't work at all. The unit just sits at the mineral field and has a bunch of buffs before even ordering it to the mineral field. I'm going over it a few times. Comparing yours with mine but don't see what's missing.
Dang how did I miss that. Seems some patch broke some stuff. To get it functioning again you need to add the 1test depot validator to the 1test transfer resources and 1test transfer resources 2 effects.
To make a copy of the system you need to adjust some of the Unit Type validators, specifically the 1test depot and 1test is miner validators since those specify what units are the workers and the drop off structure. You can use a Combine validator with Or logic to have multiple units being able to be classed as the drop off structure eg. zerg hive/lair/hatchery.
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
Ok so that works however.. While my own depot is right next to the mineral field it brings it to the enemy depot across the map. The depot has the exact same name so I have to validate it somewhere that it has to be a structure this player owns I suppose and maybe a way so it prioritise the closest depot.
Should prioritize the closest one already. The 1test nearest depot search is to blame. Try adjusting the filters.
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
Thanks! Issue resolved I had to make sure"1test nearest depot search" only search for "player" objects with that name. (Basic) Search: Search Filters Excluded: Ally, Neutral, Enemy
The demo map was a proof of concept and could be manipulated to include shared resources between allies or even whole manufacturing chains (coal + iron = steel).
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
Oh I see very nice ! Thanks for making these demo maps helps alot !
So is everything working like you wanted?
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
I still need to rename all the parts of your harvester system and duplicate it 2 more times (since I have 3 different factions). Still need to test if there are no issues but I think it should work out fine...
Above the command center you have a harverster counter that tells you how many harversters are working etc. Can this work with your harversting system? Or do I have to find a way to hide that than replicate it...
To hide it is easy with the UI: Harvester Data + fields on the Unit actor of your resource depot structures.
Recreating it depends on how easy it is for text actors to count unit buff stacks. Actually it should be pretty easy if you use the Set Text (Localized) event action and Validate Unit terms.
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
<3 read thank you
u super u
u eveil u
may i say you should have your own mapster front page highlite? or is that subversion?
like if it was on today then it would link to this thread .. i'd call such a thread link/highlite
solved in seconds by superevil
or something :D
And yet the demo map has been out since 2011...
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
that would be the "powa" of a front page daily SOLVED highlite .. something like mapster showcasing ITSELF properly :/
there would be a dual link / the thread asking and the "thread u pointed to" .. nothing more (add the name of the "solvant" :D poster who "solutionned" it previously..)
:D it would definitely show new people that many queries have already been answered and that all that is there ripped for the picking!
ty for eveil
(typo is on purpose, in frog "eveil" means.. ... and that certainly sounds like what you do) <3
What is frog? Anyhow https://www.sc2mapster.com/profiles/LucidIguana/ is in charge of the front page.
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