You can send orders to the depot.
I don't know the exact function, but you can look them up in GUI too. Just order the depot to Lower / Raise when you need it.
But how do you actually create the supply depot? Because a depot that an SCV has built show always be raised by default..
hehe as strange as it seems blizzards own AI build order code tends to build supply depots in the lowered position by default. i assume blizzard did this because it didn't want the depots obstructing movement throughout its own base.?
this can be confirmed by setting up a 1v1 and playing against a terran AI. You should see that every depot it builds is lowered. :(
i suppose if it did build the depots in the raised position by default (using AI code) i would have ended up here sooner or later asking how to lower them since the rines need to get out of the base sooner or later to attack :)
i'll try using the GUI to see if i can figure out how to manipulate a built depot but getting my head around the gui editor is going to take me on a huge tangent.
oh btw here's some examples from blizzard that builds a depot (lowered)
ex 1: AISetStockFarms( player, c_TB_SupplyDepot, c_stockNormalFarms);
ex 2: AISetStock( player, 1, c_TB_SupplyDepot );
ex 3: AISetStock( player, 1, c_TB_SupplyDepot_Alias );
c_AB_DepotRaise <<< I Suspect this is an ability command but there's no known Blizzard examples showing it in the correct syntax manipulating supply depots.
Hi All,
hopefully i am posting in the right section?
anyway i've created a simple custom AI script ...more specifically its a 6 pool rush script which works fine and serves as a good way to practice against 6 pool timings for newcomers to starcraft 2.
my next project was supposed to be an antidote to the 6 pool from a terran point of view which involves completely walling off on the "steppes of war" map.
so far the script executes well, the scv's make2 supply depot's and a rax at the chokepoint completely blocking off the zerglings entry point ...but there's just 1 small problem the supply depots are being built in the lowered position :( and when the zerg script sends the lings they obviously just enter the base.
i've asked this question before in an older thread (which someone else created) but so far i've drawn a blank.
could anyone suggest the correct code for creating a supply depot in the raised position?
furthermore after the intial zerg push fails due to the walloff i intend to send the marines created from the rax to the zerg base which obviously involves having to lower the depots so as you can see i need full control over the depots.
i am exprerimenting with the sc2 AI and as i said by default the sc2 engine seems to build supply depots in the lowered state.
i am looking for one line of code that could raise a depot and thereafter lower it if it becomes necessary.
the rest of my script is complete apart from some minor tweaking.
Just do a Search Area or combine it with the offset from a Create Persistant and have the actor events change the animation if a unit comes within range of the sears area.
DrSuperEvil,
thanks for taking the time to reply.
unfortunately and i should have mentioned it, the kind of solution i require is galaxy code based.
at some point i'll spend some time with the UI but for now i am concentrating on galaxy scripting
its quite frustrating to be in this position where i am struggling to do something that in theory sounds so easy and yet it has become a real PITA :)
build a depot, (easy part) raise the depot (not so bloody easy)
i've found various scraps of suggested code arounbd the net and examinded thousands of lines of code looking for a solution but as yet its a big fat zero :(
Hi Guys,
a long while since this thread was created :)
just wondering has anyone managed to solve the raise and lower depot problem?
it seems by default sc2 creates all the depots in the lowered position which is fine under most circumstances but for base defense it just doesn't cut the mustard.
All i want to do is create a supply depot but in the raised position ...i've tried for many hours to solve this so any help will be much appreciated.
thx in advance.
0
Thanks for taking the time out to make the tutorial Appreciated.
0
hehe as strange as it seems blizzards own AI build order code tends to build supply depots in the lowered position by default. i assume blizzard did this because it didn't want the depots obstructing movement throughout its own base.? this can be confirmed by setting up a 1v1 and playing against a terran AI. You should see that every depot it builds is lowered. :(
i suppose if it did build the depots in the raised position by default (using AI code) i would have ended up here sooner or later asking how to lower them since the rines need to get out of the base sooner or later to attack :)
i'll try using the GUI to see if i can figure out how to manipulate a built depot but getting my head around the gui editor is going to take me on a huge tangent.
oh btw here's some examples from blizzard that builds a depot (lowered)
ex 1: AISetStockFarms( player, c_TB_SupplyDepot, c_stockNormalFarms);
ex 2: AISetStock( player, 1, c_TB_SupplyDepot );
ex 3: AISetStock( player, 1, c_TB_SupplyDepot_Alias );
c_AB_DepotRaise <<< I Suspect this is an ability command but there's no known Blizzard examples showing it in the correct syntax manipulating supply depots.
0
Hi All, hopefully i am posting in the right section? anyway i've created a simple custom AI script ...more specifically its a 6 pool rush script which works fine and serves as a good way to practice against 6 pool timings for newcomers to starcraft 2.
my next project was supposed to be an antidote to the 6 pool from a terran point of view which involves completely walling off on the "steppes of war" map. so far the script executes well, the scv's make2 supply depot's and a rax at the chokepoint completely blocking off the zerglings entry point ...but there's just 1 small problem the supply depots are being built in the lowered position :( and when the zerg script sends the lings they obviously just enter the base.
i've asked this question before in an older thread (which someone else created) but so far i've drawn a blank.
could anyone suggest the correct code for creating a supply depot in the raised position?
furthermore after the intial zerg push fails due to the walloff i intend to send the marines created from the rax to the zerg base which obviously involves having to lower the depots so as you can see i need full control over the depots.
any help appreciated.
0
i am exprerimenting with the sc2 AI and as i said by default the sc2 engine seems to build supply depots in the lowered state. i am looking for one line of code that could raise a depot and thereafter lower it if it becomes necessary. the rest of my script is complete apart from some minor tweaking.
cheers
0
DrSuperEvil, thanks for taking the time to reply. unfortunately and i should have mentioned it, the kind of solution i require is galaxy code based. at some point i'll spend some time with the UI but for now i am concentrating on galaxy scripting
its quite frustrating to be in this position where i am struggling to do something that in theory sounds so easy and yet it has become a real PITA :) build a depot, (easy part) raise the depot (not so bloody easy)
i've found various scraps of suggested code arounbd the net and examinded thousands of lines of code looking for a solution but as yet its a big fat zero :(
0
Hi Guys, a long while since this thread was created :) just wondering has anyone managed to solve the raise and lower depot problem?
it seems by default sc2 creates all the depots in the lowered position which is fine under most circumstances but for base defense it just doesn't cut the mustard.
All i want to do is create a supply depot but in the raised position ...i've tried for many hours to solve this so any help will be much appreciated. thx in advance.