Report, edit, etc...Posted by deathman101 on 2007-01-07 at 07:15:00
Here's the deal. Whenever I try to spawn a Mineral Field it will say Unit Unplaceable yet when I use an identical trigger to spawn a Vespene Geyser it will spawn work.
Here is the trigger for the mineral spawns:
Trigger
Players:
¤ Player 1
Conditions:
¤ Current Player brings exactly 1 Civilian to (Prop) Mineral
Actions:
¤ Play beep.wav
¤ Create 1 Ore for Current Player
¤ Wait for 1000 mileseconds
¤ Preserve Trigger
¤ Comment: (Prop) Ore
Ore=Mineral Field Type 1
This trigger was constructed using ScmDraft2.0 (Beta 0.7.3)
This map is an Rp so the location P1 is centered on the spawner.
Here is the map... [attachmentid=22347] Look under Player 1...It should say Ore for a Comment
Report, edit, etc...Posted by Heegu on 2007-01-07 at 07:29:51
Make sure there is enough space and it's not near cc/hatch/nexus. Also, in rp:s it's better to spawn the units somewhere else and then teleport them to the spawner to prevent unplaces.
Report, edit, etc...Posted by Kyuubi. on 2007-01-07 at 08:19:11
By the looks of your trigger, you should probably move/remove the civilian in the trigger that makes the mineral/geyser spawn so it doesn't keep spawning. also since ingame it can't stack units, you should put conditions that would prevent from doing that. like add an extra condition "all players brings exactly 0 mineral patches to location" or something like that.
Report, edit, etc...Posted by deathman101 on 2007-01-07 at 09:22:28
Normally I would Spawn them at a certain area and then move them but I found that the Minerals wouldn't move.
By the way for the mineral spawns it doesn't even play the Spawn Sound
Report, edit, etc...Posted by fritfrat(U) on 2007-01-07 at 10:50:32
If the minerals don't move, it's for the same reason that you get unit unplacable: the area isn't clear to move to. Clear the area you're moving it to.. perhaps an idea could be to center location on the unit at the area, move the unit away, move the mineral field, and then move the unit back.
And if you're getting the unplacable then the trigger is running, as far as the sound goes.
Report, edit, etc...Posted by deathman101 on 2007-01-07 at 12:19:38
I think I solved the anti-sound function...The unplacable sound drowns out the spawn sound.
By the way It IS clear to move to that area. The only other thing there when I test it is a Science Vessel (Spawner).
Report, edit, etc...Posted by Heegu on 2007-01-07 at 12:32:36
QUOTE(deathman101 @ Jan 7 2007, 05:22 PM)
Normally I would Spawn them at a certain area and then move them but I found that the Minerals wouldn't move. [right][snapback]610958[/snapback][/right]
Did you use the right player? Resources are ownded py p12 (neutral).
Report, edit, etc...Posted by fritfrat(U) on 2007-01-07 at 13:26:02
If you do Create Unit for a mineral field for any player 1-8, they will be created for player 12. So what he has will work, in that case.
I'd recommend either explaining your situation more or posting the map.. because if the location is over buildable ground with no units and you do create unit, the mineral field should be created.
Report, edit, etc...Posted by deathman101 on 2007-01-07 at 14:17:33
>>Map Posted
Look under Player 1...It should say Ore for a Comment
Report, edit, etc...Posted by fritfrat(U) on 2007-01-07 at 15:24:12
I just played a test game, it worked fine for me..
Report, edit, etc...Posted by deathman101 on 2007-01-07 at 15:49:55
So I guess its ready to be released because that was the only thing left to do.