I have created a structure that auto-casts gather minerals, and that works no problem. The structure is also a drop off point for minerals, now for units that drop off points are themselves this works no problems, but because the structure doesn't move it can't drop off to itself for some reason.
Any ideas on how to fix this, so that it can mine minerals and drop them off to itself without moving?
Secondly, I want the harvest ability to have an energy cost, I can put it in the auto cast ability I have created for the harvest, which works in this order: "ability instant - target" -> "effect - search area - random mineral patch" -> "effect - issue order harvest minerals" -> "ability harvest - minerals"
But the problem is once it has the order to harvest it will continue with that one order till that mineral patch is depleted, is there anyway to stop that order after it gathers one round of minerals, so that I can give the ability an energy cost?
Ugh... not sure if that is going to work either, need to modify the value of remaining crystals which is a buff of type resources, but not sure if I can modify those fields without harvesting it
Yes I want a structure that works similar to the auto refinery, it will target a random mineral patch in 5 yards range, mine the crystal then randomly pick another mineral patch, each time it mines it consumes energy on the structure.
It should consume the minerals from the patch it is mining
I had most of it working except for the above, but remaking it from scratch doesn't seem to work either
How I would do it is a Buff periodic effect that uses a Search Area effect with the TSRandom, max 1 and filters set so that only harvestable resources are targetable which then performs a Modify Unit effect similar to that of the automated refinery except it costs energy to use and the buff has a validator that the caster must have so much energy to use.
Or do you want it that you must click a button to enable harvesting?
how does it drop the minerals off to itself though? thats the problem with the harvest I am having :/ havn't tried ordering it to stop, though I don't see that fixing the drop off, should fix the harvest picking random targets
no the structure should harvest on its own the moment its built, and keep searching till no more resources are in range, how does the modify unit take resources off a mineral patch, the mineral patch uses a behavior to control the amount of resources on it?
Well I was responding mostly to the fact that it doesn't stop harvesting from a single patch once it begins.
Have you tried giving the move ability to your building even though it cannot move? I dunno. I've not tried it before. Try the very basics(giving it stop and move commands, just not on the command card) and see if that works or helps.
it's an scv with move and acceleration set to 0, it only drops off if it can move, problem is if I give it the ability to move, it sometimes tried moving to mineral patches (why I don't know either)
Yea I will give the stop order to it somehow to see if I can get that to work regarding the single mineral patch
how does the modify unit take resources off a mineral patch, the mineral patch uses a behavior to control the amount of resources on it?
Just look at the effect called Automated Refinery - AutoHarvestVespene (Unnamed) and that will reveal all. Tip it involves the Effect - Resources and Effect - Resources Harvested Fraction fields.
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Look at the two fields mentioned in my last post. The first determines how many resources are modified and the second determines what fraction of those become known as harvested.
Thats how the auto refinery does it. Since the Harvest ability lacks an arc you either need a turnable unit or one with a turret if you make it ranged on a structure. Also it tends to use the same resource until it is depleted.
I have created a structure that auto-casts gather minerals, and that works no problem. The structure is also a drop off point for minerals, now for units that drop off points are themselves this works no problems, but because the structure doesn't move it can't drop off to itself for some reason.
Any ideas on how to fix this, so that it can mine minerals and drop them off to itself without moving?
Secondly, I want the harvest ability to have an energy cost, I can put it in the auto cast ability I have created for the harvest, which works in this order:
"ability instant - target" -> "effect - search area - random mineral patch" -> "effect - issue order harvest minerals" -> "ability harvest - minerals"
But the problem is once it has the order to harvest it will continue with that one order till that mineral patch is depleted, is there anyway to stop that order after it gathers one round of minerals, so that I can give the ability an energy cost?
After discussions on irc with jade and onetwo, it doesn't look like this is possibly with the in built harvest ability without messy workarounds.
going to try and recreate the ability from scratch using modify player and unit fields
Ugh... not sure if that is going to work either, need to modify the value of remaining crystals which is a buff of type resources, but not sure if I can modify those fields without harvesting it
So you want to do like the autorefinery but harvest at stuff other than the caster yet not consume any minerals from the patch it is mining?
Just so you know, the Modify Unit effect can also harvest resources.
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Yes I want a structure that works similar to the auto refinery, it will target a random mineral patch in 5 yards range, mine the crystal then randomly pick another mineral patch, each time it mines it consumes energy on the structure.
It should consume the minerals from the patch it is mining
I had most of it working except for the above, but remaking it from scratch doesn't seem to work either
@nevjmac: Go Have you tried giving your building the "stop" ability?
Try this effect chain out perhaps? From the top of my head, might or might not work.
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How I would do it is a Buff periodic effect that uses a Search Area effect with the TSRandom, max 1 and filters set so that only harvestable resources are targetable which then performs a Modify Unit effect similar to that of the automated refinery except it costs energy to use and the buff has a validator that the caster must have so much energy to use.
Or do you want it that you must click a button to enable harvesting?
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
@BorgDragon: Go
how does it drop the minerals off to itself though? thats the problem with the harvest I am having :/ havn't tried ordering it to stop, though I don't see that fixing the drop off, should fix the harvest picking random targets
@DrSuperEvil: Go
no the structure should harvest on its own the moment its built, and keep searching till no more resources are in range, how does the modify unit take resources off a mineral patch, the mineral patch uses a behavior to control the amount of resources on it?
@nevjmac: Go
Well I was responding mostly to the fact that it doesn't stop harvesting from a single patch once it begins.
Have you tried giving the move ability to your building even though it cannot move? I dunno. I've not tried it before. Try the very basics(giving it stop and move commands, just not on the command card) and see if that works or helps.
@BorgDragon: Go
it's an scv with move and acceleration set to 0, it only drops off if it can move, problem is if I give it the ability to move, it sometimes tried moving to mineral patches (why I don't know either)
Yea I will give the stop order to it somehow to see if I can get that to work regarding the single mineral patch
Just look at the effect called Automated Refinery - AutoHarvestVespene (Unnamed) and that will reveal all. Tip it involves the Effect - Resources and Effect - Resources Harvested Fraction fields.
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 have looked at that but nowhere have I found anything that gives the minerals to a player or takes them off the resource, hence why I'm stumped
Look at the two fields mentioned in my last post. The first determines how many resources are modified and the second determines what fraction of those become known as harvested.
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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
so basically what I established earlier, is that it can't use the harvest ability, have to use effects and recreate it how I want it
Thats how the auto refinery does it. Since the Harvest ability lacks an arc you either need a turnable unit or one with a turret if you make it ranged on a structure. Also it tends to use the same resource until it is depleted.
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
thats where borg's order stop might work. with the gather being auto cast
So why must it be the Harvest ability?
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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 no longer is, but I can't get the building to harvest said minerals
edit. I have it working... somewhat, still fiddling with it