How can i make a SCV that can mine a mineral patch and when done then a number of gained resource aper above the SCV. In other words should the SCV skip the return cargo part totally.
Second question.
How can i add to the command center upgrades that will enable the SCV to mine faster/more?
Can somebody perhaps make an example map of how this is done, i have been trying to look around for this but have been unable to find any good answer or examples.
I have not test any of this stuff, but I think I can help point you in the right direction.
Make sure 'Show Advanced Fields' is pressed down at the top of the Data Editor's field section and proceed to the SCV under the Units category. Look for a field called Behavior - Resource Drop Off and set the resources you want to be returned to the unit. This " should" allow the unit to return to it self for the drop off.
The initial amount that is harvested and the time it takes is set in a behavior for the Mineral Field[Unit].
Go to the behaviors section and look up 'Minerals (Mineral Field)' [Behavior].
I believe you can also create a Behavior-Type[Buff] that modifies the harvest time and the Harvest amount so you can change them on the fly. I Think you put the buff on the harvesting unit, but I am not sure. Best of luck to you.
Oh and as for showing the amount above the unit. You will need to look into actor stuff for that and I'm not good with any of it. Good luck.
Simple answer under the Resource behavior the Resource - Carry Resource Behavior field. Make a text actor that is created when the unit has that behavior on and them dupe the events and mover actor from the Automated Refinery Text Kicker4 (Unnamed).
Main killer for mineralZ was the rigged air wave that ignored blocking and did mad damage.
My map will most likely have air waves, they can be fun if made correct. My map will also most likely have raged units etc.
The current Mineralz are so damn basic, same thing over and over and the main reason why its in the top list is because of the bugs it have :D (you can make a base without an entrance and then just leave the map running over the night and reach 130+ nights). And the only reason to do that is to increase your level and "max night score", kinda lame but even i have done it :/.
So the map mineralz popularity is not as good as its listed sadly. I plan to make my map the honest way and have people playing it the "real way" :P
Well only mutas wave i have faced is wave 17, if thats the "final" weave you are talking about then it was only to make a few obelisks to the point closest to there spawnpoint (middle on map), then just make some power/healing buildings etc, never had any real problem with that.
Simple answer under the Resource behavior the Resource - Carry Resource Behavior field.
Make a text actor that is created when the unit has that behavior on and them dupe the events and mover actor from the Automated Refinery Text Kicker4 (Unnamed).
I did open up the infested arena from Bnet witch have alot of these popups when units dies and so on but i cant find anything like what you describe on that map. I do however find something about effects and abilitis, evrything seams complicated when i dont really know the way :D
Does your method adjust to the amount i gain etc ?
Simple answer under the Resource behavior the Resource - Carry Resource Behavior field. Make a text actor that is created when the unit has that behavior on and them dupe the events and mover actor from the Automated Refinery Text Kicker4 (Unnamed).
Main killer for mineralZ was the rigged air wave that ignored blocking and did mad damage.
I did this and got almost evrything to work but not the fade
Field HeroResourceGainText +5 Blue
Event - Events + (ActorCreation|ActorCreation|ActorCreation|TimerExpired; TimerName StartMover|TimerExpired; TimerName Die|Behavior.CarryMineralFieldMinerals.Create):(|||||):(TimerSet 0.100000 StartMover|TimerSet 2.000000 Die|SetOpacity 0.000000 2.000000|Create HeroTextMover|Destroy|Create)
The text comes are displayed and start to move up but does not fade.
the time over which the opacity is reduced to 0 determines the fading. You must just be letting it be destroyed too fast. Try setting the die timer to 2.1.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
With actors and upgrades the general idea is to just replace it. When it comes to text dont ask me there are several commands that the maker of ZHRPG seems to know so try asking him or someone else.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
First question.
How can i make a SCV that can mine a mineral patch and when done then a number of gained resource aper above the SCV. In other words should the SCV skip the return cargo part totally.
Second question.
How can i add to the command center upgrades that will enable the SCV to mine faster/more?
Can somebody perhaps make an example map of how this is done, i have been trying to look around for this but have been unable to find any good answer or examples.
I have not test any of this stuff, but I think I can help point you in the right direction.
Make sure 'Show Advanced Fields' is pressed down at the top of the Data Editor's field section and proceed to the SCV under the Units category. Look for a field called Behavior - Resource Drop Off and set the resources you want to be returned to the unit. This " should" allow the unit to return to it self for the drop off.
The initial amount that is harvested and the time it takes is set in a behavior for the Mineral Field[Unit]. Go to the behaviors section and look up 'Minerals (Mineral Field)' [Behavior]. I believe you can also create a Behavior-Type[Buff] that modifies the harvest time and the Harvest amount so you can change them on the fly. I Think you put the buff on the harvesting unit, but I am not sure. Best of luck to you.
Oh and as for showing the amount above the unit. You will need to look into actor stuff for that and I'm not good with any of it. Good luck.
Somebody have been playing Mineraaaalz :)
@Yaos01: Go
Yep. I'm making a better version of it. The current map is in general good but have some huge flaws i tend to not include in my map ;)
@Yaos01: Go Ahh great, now it auto mines on the spot! Now i just need to figure out how to add the value of it above the unit.
Simple answer under the Resource behavior the Resource - Carry Resource Behavior field. Make a text actor that is created when the unit has that behavior on and them dupe the events and mover actor from the Automated Refinery Text Kicker4 (Unnamed).
Main killer for mineralZ was the rigged air wave that ignored blocking and did mad damage.
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
My map will most likely have air waves, they can be fun if made correct. My map will also most likely have raged units etc.
The current Mineralz are so damn basic, same thing over and over and the main reason why its in the top list is because of the bugs it have :D (you can make a base without an entrance and then just leave the map running over the night and reach 130+ nights). And the only reason to do that is to increase your level and "max night score", kinda lame but even i have done it :/.
So the map mineralz popularity is not as good as its listed sadly. I plan to make my map the honest way and have people playing it the "real way" :P
So how you survive the muta final wave which can attack from anywhere and level your base like no tomorrow despite choke points?
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
Well only mutas wave i have faced is wave 17, if thats the "final" weave you are talking about then it was only to make a few obelisks to the point closest to there spawnpoint (middle on map), then just make some power/healing buildings etc, never had any real problem with that.
I did open up the infested arena from Bnet witch have alot of these popups when units dies and so on but i cant find anything like what you describe on that map. I do however find something about effects and abilitis, evrything seams complicated when i dont really know the way :D
Does your method adjust to the amount i gain etc ?
I do not know the text commands well enough but considering you can get them to change with the amount of damage an ability does I say probably.
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 did this and got almost evrything to work but not the fade
Field HeroResourceGainText +5 Blue Event - Events + (ActorCreation|ActorCreation|ActorCreation|TimerExpired; TimerName StartMover|TimerExpired; TimerName Die|Behavior.CarryMineralFieldMinerals.Create):(|||||):(TimerSet 0.100000 StartMover|TimerSet 2.000000 Die|SetOpacity 0.000000 2.000000|Create HeroTextMover|Destroy|Create)
The text comes are displayed and start to move up but does not fade.
the time over which the opacity is reduced to 0 determines the fading. You must just be letting it be destroyed too fast. Try setting the die timer to 2.1.
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 took a look at the campain auto ref and it does not fade either ! (started a campain misson)
I set the die timer to 2.1 but still same thing...
Bugg?
I have now made an upgrade but how to change the actor ui text to a new text?
As you see, i'm not to pro when it comes to text actor and upgrades like these :D
With actors and upgrades the general idea is to just replace it. When it comes to text dont ask me there are several commands that the maker of ZHRPG seems to know so try asking him or someone else.
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