Probe -> Mineral Field : The "Gather" Ability has a flag called "Bypass Resource Queue". All units owning this ability can gather at the same time the same resource field.
- To allow resources be dropped off to a building :
Probe -> Nexus : The default behavior does not set a queue to drop resources. To drop resources, set Unit flags for "Resource Drop Off +" field.
- To make harvesters collect without spreading :
Probe -> Mineral Field : Uncheck "Bypass Resource Queue" flag and set "Acquire Radius" to 0, the harvester won't go to another Mineral Field if this one is already being collected. Which also means, the harvester won't acquire a new one if the previous one is depleted.
- To make harvesters wait during resources drop off :
Probe -> Nexus : Create a dummy Ability (Ex : Effect - Instant) to be channeled by the harvester (don't forget to add it to the unit). Look for the example "Nuclear Strike" to do a channeled ability. Here is the schema :
> "Persistent" Effect :: Initial delay : 1.0 / Expire delay : 2.334 (The sum is generally equal to value 3.334 above)
Note : 25 minerals per 0.4 second for 7 periods = 175 minerals total during 2.8 seconds. Plus, 2.8 < 3.334 seconds. All good !
- Unfortunately, I did't get the time to try to create a queue to drop off resources ... but that would mean complex things, I saw nothing native (data fields) going to this sense.
Hello,
I'm not 100% sure about what you asked.
- To make harvesters collect without waiting :
Probe -> Mineral Field : The "Gather" Ability has a flag called "Bypass Resource Queue". All units owning this ability can gather at the same time the same resource field.
- To allow resources be dropped off to a building :
Probe -> Nexus : The default behavior does not set a queue to drop resources. To drop resources, set Unit flags for "Resource Drop Off +" field.
- To make harvesters collect without spreading :
Probe -> Mineral Field : Uncheck "Bypass Resource Queue" flag and set "Acquire Radius" to 0, the harvester won't go to another Mineral Field if this one is already being collected. Which also means, the harvester won't acquire a new one if the previous one is depleted.
- To make harvesters wait during resources drop off :
Probe -> Nexus : Create a dummy Ability (Ex : Effect - Instant) to be channeled by the harvester (don't forget to add it to the unit). Look for the example "Nuclear Strike" to do a channeled ability. Here is the schema :
> "Resources" Behavior :: Effect - final : "Apply behavior" Effect.
> "Apply behavior" Effect :: Effect - behavior : "Bonus" Behavior.
> "Bonus" Behavior :: Effect - initial : "Give Order" Effect / Display Duration + : Self / Duration : 3.334 (for example) / Modification + : Behavior > Suppress moving
, Suppress turning/ Validators : (Caster Not Dead)> "Give Order" Effect :: Effect - ability : "Effect - Instant" Ability / Command Flags + : Preempt
, Smart Rally> "Effect - Instant" Ability :: Effect : "Persistent" Effect / Uninterruptible + : Channel / Validated + : Approach, Prep, Cast
> "Persistent" Effect :: Initial delay : 1.0 / Expire delay : 2.334 (The sum is generally equal to value 3.334 above)
Bonus : You can change it to make resources added to player step by step :
> "Resources" Behavior :: Effect - final : "Set" Effect.
> "Set" Effect :: Effects : "Apply behavior" Effect. "Modify Player" Effect [A].
> "Modify Player" Effect [A] :: Effect - Resources : -175 Minerals (for example).
> "Bonus" Behavior :: Effect - initial : "Give Order" Effect / Display Duration + : Self / Duration : 3.334 (for example) / Modification + : Behavior > Suppress moving
, Suppress turning/ Validators : (Caster Not Dead) / Period count : 7 (for example) / Period : 0.4 (for example) / Periodic effect : "Modify Player" Effect [B]> "Modify Player" Effect [B] :: Effect - Resources : +25 Minerals (for example).
> "Give Order" Effect :: Effect - ability : "Effect - Instant" Ability / Command Flags + : Preempt
, Smart Rally> "Effect - Instant" Ability :: Effect : "Persistent" Effect / Uninterruptible + : Channel / Validated + : Approach, Prep, Cast
> "Persistent" Effect :: Initial delay : 1.0 / Expire delay : 2.334 (The sum is generally equal to value 3.334 above)
Note : 25 minerals per 0.4 second for 7 periods = 175 minerals total during 2.8 seconds. Plus, 2.8 < 3.334 seconds. All good !
- Unfortunately, I did't get the time to try to create a queue to drop off resources ... but that would mean complex things, I saw nothing native (data fields) going to this sense.
Have a nice day !