I have a working fastest map, but the one problem I can't seem to completely fix is the mineral/vespene gas distance. When I place a start location and then put minerals on the edges of it and vespene geysers 2 or 3 grid spaces away on both sides in game the cc/hatch/nexus will spawn in a totally different spot then specified in the editor. It'll spawn with the mineral distance normal melee maps have. I've tried screwing with the pathing footprints as well as the pathing properties... both only fix it to an extent. Footprints fix the problem but allow you to build on top of your command center/hatch/nexus. Pathing properties fixes it but allows units to move through it.
Is there any way I can change it so that it does not require mineral distance but have the building work like a normal cc/hatch/nexus in terms of pathing? I also need it so you can place a particular one (the starting location one) and have it work perfectly fine but any ones the player build after that function like normal and require mineral distance. And something else that is happening - if I place 6 geysers(half stacked on top of each other) in a row it works, but in game when I go to build a refinery/extractor/assimilator on top of it the geyser directly beside it is removed from the game once the building is finished. I've played with the same things I did above but so far also haven't found a fix for this?
While trying to help someone else, found what your looking for, Find your Mineral field under unites, change the footprint called
"FieldMineral Field Pathing - Pathing Footprint Footprint Mineral Fields Rounded
" and g2g
While trying to help someone else, found what your looking for, Find your Mineral field under unites, change the footprint called "FieldMineral Field Pathing - Pathing Footprint Footprint Mineral Fields Rounded " and g2g
Yeah... no... that does absolutely nothing. The one you said is the default footprint AFAIK.
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I have a working fastest map, but the one problem I can't seem to completely fix is the mineral/vespene gas distance. When I place a start location and then put minerals on the edges of it and vespene geysers 2 or 3 grid spaces away on both sides in game the cc/hatch/nexus will spawn in a totally different spot then specified in the editor. It'll spawn with the mineral distance normal melee maps have. I've tried screwing with the pathing footprints as well as the pathing properties... both only fix it to an extent. Footprints fix the problem but allow you to build on top of your command center/hatch/nexus. Pathing properties fixes it but allows units to move through it.
Is there any way I can change it so that it does not require mineral distance but have the building work like a normal cc/hatch/nexus in terms of pathing? I also need it so you can place a particular one (the starting location one) and have it work perfectly fine but any ones the player build after that function like normal and require mineral distance. And something else that is happening - if I place 6 geysers(half stacked on top of each other) in a row it works, but in game when I go to build a refinery/extractor/assimilator on top of it the geyser directly beside it is removed from the game once the building is finished. I've played with the same things I did above but so far also haven't found a fix for this?
- Thanks.
While trying to help someone else, found what your looking for, Find your Mineral field under unites, change the footprint called "FieldMineral Field Pathing - Pathing Footprint Footprint Mineral Fields Rounded " and g2g
Yeah... no... that does absolutely nothing. The one you said is the default footprint AFAIK.