I am trying to make the geyser(s) when depleted retune 2 units of gas per trip like StarCraft? Also how would I do the same for minerals so before they hit 0 they regenerate 1 mineral et cetera?
Open up Data Editor, Under Unit Vespene Geyser, look for the behavior named Gas (Raw Vespene Geyser) (or u can go directly to the behavior, there is another named raw rich vespene geyser. Under field "Empty Harvest Ammount" change it to 2
Not working, I went to “Empty Harvest Ammount” for the Vespene Geyser under Data Editor, Unit and change it to 2. I next went and changed “Empty Harvest Ammount” for a Protoss Assimilator to 2 and steal not working (the game will not even let me build an Assimilator, Refinery etc on a depleted geyser). Any more help would be appreciate.
Have you tried mined out a geyser and watch if it return 2 per trip ( Build an assimilator when full and mine) ? A depleted one would be unable to build on. I guess this requirement is on the build assimilator ability
Yes and it did not work. Have not looked at the build requirement for the Assimilator yet but, that should not be a problem making it buildable on a depleted geyser. And maybe I just miss something so am going to keep looking.
Been looking into this as well...Best iv'e found is having the 3 harvesters stand outside of the assimilater/extractor/refinery but wont go in and harvest. but they also dont show up as being idle.... anyother suggestions would be helpful?
The editor seems a little inconsistent over the use of the word 'deplete'. In the behavior tab for harvestable Vespene geyser Gas, deplete means when it's low on resources and will play a warning message. In the actor for the refinery, however, it becomes apparent that deplete is a substate of a Resource type behavior which means exhausted because it's using that status to control its color change.
One workaround would be to set up something with Behavior-Empty Unit.
I successfully had a depleted geyser become a new geyser. You could make a new one that had a lower default harvest. You might need to play around with it a little because there is both a refinery and a geyser to worry about. I had a placed refinery correctly change to a new vespene geyser when exhausted by setting it to remove when empty and to create a new geyser there. However, when I built that same refinery on top of a geyser, exhausting it did not produce a new geyser.
I'm looking at whether I can set a behavior by triggers that would make the regular depleted one harvestable. I'll post again if i have some luck.
Unit Group - Pick each unit in (Extractor units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
((Picked unit) (Current)) == 0
Then
Unit - Set (Picked unit) Resources to 2.0
Else
well. the condition in the If-Then-Else is pretty much it
but if your refering to the "Event" that triggers it
i simply have it as a periodic event for now. i tried unit property changes > resources but that didn't work.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I am trying to make the geyser(s) when depleted retune 2 units of gas per trip like StarCraft? Also how would I do the same for minerals so before they hit 0 they regenerate 1 mineral et cetera?
Open up Data Editor, Under Unit Vespene Geyser, look for the behavior named Gas (Raw Vespene Geyser) (or u can go directly to the behavior, there is another named raw rich vespene geyser. Under field "Empty Harvest Ammount" change it to 2
Not working, I went to “Empty Harvest Ammount” for the Vespene Geyser under Data Editor, Unit and change it to 2. I next went and changed “Empty Harvest Ammount” for a Protoss Assimilator to 2 and steal not working (the game will not even let me build an Assimilator, Refinery etc on a depleted geyser). Any more help would be appreciate.
@Betagame: Go
Have you tried mined out a geyser and watch if it return 2 per trip ( Build an assimilator when full and mine) ? A depleted one would be unable to build on. I guess this requirement is on the build assimilator ability
Yes and it did not work. Have not looked at the build requirement for the Assimilator yet but, that should not be a problem making it buildable on a depleted geyser. And maybe I just miss something so am going to keep looking.
@Betagame: Go
Just started looking at this again and if any one has any new ideas like how I could make this work with trigger etc, that would be appreciate?
Been looking into this as well...Best iv'e found is having the 3 harvesters stand outside of the assimilater/extractor/refinery but wont go in and harvest. but they also dont show up as being idle.... anyother suggestions would be helpful?
i did this with a trigger...
Unit Group - Pick each unit in (Extractor units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
((Picked unit) (Current)) == 0
Then
Unit - Set (Picked unit) Resources to 2.0
Else
@maverck: Go
That looks like it may work Maverck but i think you need to check to see what the current ammount of gas left in that Extractor is
maybe a condition that says if gas = 0 then change it
@SouLCarveRR:
well. the condition in the If-Then-Else is pretty much it
but if your refering to the "Event" that triggers it
i simply have it as a periodic event for now. i tried unit property changes > resources but that didn't work.