Staredit Network

Staredit Network -> UMS Assistance -> Moving a Mineral Patch
Report, edit, etc...Posted by SpaceBoy2000 on 2005-08-21 at 03:53:41
Is it possible to move a mineral patch from one location to another with triggers?
Report, edit, etc...Posted by MindArchon on 2005-08-21 at 04:29:48
I tested it out, and no it doesn't look like it.

I tried moving minerals for both player 1 and player 12 and it did not work.
Report, edit, etc...Posted by SpaceBoy2000 on 2005-08-21 at 04:36:02
I've tried using player 1-12 and placing the patch for a specific player. Doesn't work. I was wondering if I missed anything...
Report, edit, etc...Posted by MindArchon on 2005-08-21 at 04:42:12
QUOTE(SpaceBoy2000 @ Aug 21 2005, 01:36 AM)
I've tried using player 1-12 and placing the patch for a specific player. Doesn't work. I was wondering if I missed anything...
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I did a bit of research for you:

Although moving it seems not to work, removing the mineral patch and creating it somewhere else seems to work (however no matter what player you create the patch for, its always player 12)
Report, edit, etc...Posted by SpaceBoy2000 on 2005-08-21 at 04:45:26
Hmm, but it doesn't retain it's mineral amount, does it?
Report, edit, etc...Posted by MindArchon on 2005-08-21 at 04:47:16
QUOTE(SpaceBoy2000 @ Aug 21 2005, 01:45 AM)
Hmm, but it doesn't retain it's mineral amount, does it?
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No, you can set it using ModifyUnitResourceAmount();.
Report, edit, etc...Posted by SpaceBoy2000 on 2005-08-21 at 04:57:53
And I don't suppose you can shove in a pointer there to the original amount, can you? (No you can't, I know that)

Curse Blizzard and removing the EUD Actions! Oh well, that's life. Thanks anyways, I'll figure something else out....
Report, edit, etc...Posted by Toothfariy on 2005-08-21 at 23:03:11
heres an idea, unless ur spending the min's or somthin u could calqulate the number mined then subtract it from the patch. just an idea
Report, edit, etc...Posted by www.com.au on 2005-08-22 at 01:30:58
but it would be to much trouble to create a trigger tat mathematically works out the number of scv's then subtracts 8 minerals every second, then creates the mineral patch with that exact amount. ud have to make a new trigger for every time they take 8 away.
Report, edit, etc...Posted by ChaosXDT on 2005-08-22 at 07:14:49
QUOTE(www.com.au @ Aug 21 2005, 11:30 PM)
but it would be to much trouble to create a trigger tat mathematically works out the number of scv's then subtracts 8 minerals every second, then creates the mineral patch with that exact amount. ud have to make a new trigger for every time they take 8 away.
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yeah you would need at least 9 minerals and over and then whenver they take 8 minerals you'll need an advance trigger to put it back to 9 or more. it just takes to long
Report, edit, etc...Posted by Toothfariy on 2005-08-22 at 13:14:02
what im saying is that you use a counter to show the number of minrals then when it's time to move the minrals then it subtract's it from the new patch
Report, edit, etc...Posted by Staredit.Net Essence on 2005-08-22 at 15:40:20
no. Why do you want to move the minerals anyway???
Report, edit, etc...Posted by Corbo(MM) on 2005-08-22 at 16:32:40
you can detect how many minerals have been mined by using the trigger "accumulates" then you remove and create the mineral field and you susbstract the amount of minerals of the player any ways it will take tons of triggers + a lot of time
have fun ;D
Report, edit, etc...Posted by Sniper on 2005-08-22 at 16:43:04
He wanted to move the actual PATCH of minerals.
Report, edit, etc...Posted by Toothfariy on 2005-08-23 at 15:42:44
if you read above you will see that it's impossible, so we are suggesting way's to improvise and make it appear that he moved it.
Report, edit, etc...Posted by The_Shattered_moose on 2005-08-23 at 15:47:54
The accumulation thing won't work, but space and myself have something worked out, we will just approximate the number of minerals using a few triggers that check the number of minerals approxmatly, remove, and create a patch with the approximate number.
Report, edit, etc...Posted by SacredElf on 2005-08-23 at 15:54:44
you can calculate it, #SCV = -# Minerals x Minute
Report, edit, etc...Posted by HeRtZ on 2005-08-23 at 15:55:27
well you can do ModifyUnitResourceAmount and set the place to 0 and set the other location to 1500, that would somewhat look like you moved it.
Report, edit, etc...Posted by SacredElf on 2005-08-23 at 16:07:45
i think he want to move the mineral path whit the same resourses that the minerals alredy have but he cant move so he have to detect
Report, edit, etc...Posted by Toothfariy on 2005-08-23 at 18:37:43
QUOTE
SacredElf Posted Today, 01:54 PM
  you can calculate it, #SCV = -# Minerals x Minute


that will not work. unless all the scv are mineing the whole time, so it'd have to be a computer cause the human player's might not mine the whole time sad.gif
Report, edit, etc...Posted by Neiji on 2005-08-23 at 22:33:36
So u can create mineral patches, eh? Thx guyz! You just gave me idea for ice spell in my RPG!!
Report, edit, etc...Posted by SacredElf on 2005-08-24 at 17:45:22
QUOTE(Toothfariy @ Aug 23 2005, 06:37 PM)
that will not work. unless all the scv are mineing the whole time, so it'd have to be a computer cause the human player's might not mine the whole time sad.gif
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u make a location near minerals if a mineral is 2x1 make a location 3x2 when a player moves a scv there the method start workin heres an example

C: Bring atleast 1 scv to Minerals
-
A: Create "Substractor" at "substractors"
A: Wait 8500 milliseconds
A: Preserve trigger

C: Switch Dunno set
-
A: Create mineral at Zone2

C: Bring exactly 1 "Substractor" to "Substractor"
-
A: Modify resources amount at Zone2

but whit that u just can move it one time crazy.gif
Report, edit, etc...Posted by Toothfariy on 2005-08-24 at 20:13:29
QUOTE
SacredElf Posted Today, 03:45 PM
u make a location near minerals if a mineral is 2x1 make a location 3x2 when a player moves a scv there the method start workin heres an example

C: Bring atleast 1 scv to Minerals
-
A: Create "Substractor" at "substractors"
A: Wait 8500 milliseconds
A: Preserve trigger

C: Switch Dunno set
-
A: Create mineral at Zone2

C: Bring exactly 1 "Substractor" to "Substractor"
-
A: Modify resources amount at Zone2

but whit that u just can move it one time


this could be very very messy, im assumeing that minral's would be surrounded by a location? in theory this should work but some time's starcraft run's a certin glitch. i think they need to be drone's. other wise they have a tendency to glitch and disable the trigger or make it work in the complete oppsite effect that we want.
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