Staredit Network

Staredit Network -> UMS Assistance -> Create Minerals
Report, edit, etc...Posted by Dada on 2006-03-01 at 18:48:18
I need help creating minerals on a map after the minerals have already dissapeared. Iv'e tried a bunch of different things like giving the triggers to all players *Won't stop creating*. Giving it to one player *Won't stop creating*. Giving it to play 12 *Doesnt do anything*. oops.gif

I want it to have 2 minerals in each Mineral Field. When the field dissapears and the new mineral field with the miner still be mining or will it just stop in his tracks.

Please help me! geek.gif
Report, edit, etc...Posted by Corbo(MM) on 2006-03-01 at 19:10:28
as far as i know, you can't create minerals
but you can place them in a unreachable spot and move them where u want when the conditions are met
Report, edit, etc...Posted by Kyuubi. on 2006-03-01 at 20:51:39
QUOTE(Corbo(MM) @ Mar 1 2006, 04:10 PM)
as far as i know, you can't create minerals
but you can place them in a unreachable spot and move them where u want when the conditions are met
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Actually you can create minerals through triggers. I have tried it before and it works. You can just make it create the specific mineral patch for one of the players. Just try making it create 1 mineral patch for 1 of the players,don't preserve triggers. if that doesn't work i can think up another method.

You can modify the amount resources the mineral patches have. Just go to the action trigger 'modify unit resource amount'.

It should be around this like this.
-Set resource amount for 'how many resource patch you want' at 'location' to '2 or the quantity you want'.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-02 at 23:13:31
Create it with a computer and give it to nuetral. Your triggers are running 2 many times to work. He basically had most of it down. Just not properly.
Report, edit, etc...Posted by fritfrat(U) on 2006-03-03 at 23:43:02
This isn't an issue of him actually being able to create them or not. He already mentioned that he can create them, but the trigger keeps firing anyways.

P12 can't run triggers, if you're wondering why that didn't work.

The reason that the triggers keep firing is that you have a preserve trigger action, and the actions are continually being met. If you want a preserve trigger and for it to only fire once, you need to make sure the actions will make it so the conditions are no longer met.

Concerning players, it would depend on the map specifics, but most of the time I would personally put it under a single computer player.
Report, edit, etc...Posted by Mp)MinigameEast on 2006-03-04 at 02:49:03
use switches to make it stop at a certain point.
if the minerals keep firing and saying warning in big yellow letters then just add a trigger like

all players
if there is a mineral patch at that location
then turn off the swtich
preserve trigger

all players
if there is no mineral patch at that location
then turn on the swtich
preserve trigger
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-04 at 06:13:55
Minigame that is one helluva waste of a switch. you could just make that 1 trigger. Its very simple trigger too.

Trigger-
Condition-
p12 Bring 0 Minerals to location
Action-
Create minerals for computer player
Give minerals to p12
preserve trigger
comment

That way the action cancels out the condition so it wont fire again.
And remeber to put a start location for p12 so that p12 can be given to.
Report, edit, etc...Posted by Kenoli on 2006-03-04 at 07:07:08
QUOTE
And remeber to put a start location for p12 so that p12 can be given to.
You don't need a start location to give units to a player. A start location for P12 is useless.
Report, edit, etc...Posted by dumbducky on 2006-03-04 at 08:59:22
Can't you just modify you minerals value repeatedly?
Report, edit, etc...Posted by PCFredZ on 2006-03-04 at 09:32:29
QUOTE(dumbducky @ Mar 4 2006, 08:59 AM)
Can't you just modify you minerals value repeatedly?
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If there were 8 minerals or less, the SCV would take it in 1 round, so the patch would disappear.
Report, edit, etc...Posted by Mp)MinigameEast on 2006-03-04 at 11:19:06
QUOTE(Kept_Wheat @ Mar 4 2006, 06:13 AM)
Minigame that is one helluva waste of a switch. you could just make that 1 trigger. Its very simple trigger too.

Trigger-
Condition-
p12 Bring 0 Minerals to location
Action-
Create minerals for computer player
Give minerals to p12
preserve trigger
comment

That way the action cancels out the condition so it wont fire again.
And remeber to put a start location for p12 so that p12 can be given to.
[right][snapback]438803[/snapback][/right]

i thought you cant use p12 triggers like that. so thats why i did the other trigger. bleh.gif
Report, edit, etc...Posted by Noober on 2006-03-04 at 11:22:57
If you can't create mins, you could do it the cheap way, without creating mins at all. Just have a min patch with like 50k mins, and have the scv mine that. Just keep subtracting 6 mins each time it mines and you'll be mining 2 mins.
Report, edit, etc...Posted by PCFredZ on 2006-03-04 at 13:12:03
QUOTE(Noober @ Mar 4 2006, 11:22 AM)
Just keep subtracting 6 mins each time it mines and you'll be mining 2 mins.
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How are you going to detect "each time it mines"?
Report, edit, etc...Posted by Noober on 2006-03-04 at 13:49:26
I dunno, when it moves to a certain point set a switch or something like that.
Report, edit, etc...Posted by PCFredZ on 2006-03-04 at 17:17:52
See, it's not as easy as you thought.
Report, edit, etc...Posted by A_of_s_t on 2006-03-04 at 19:47:26
lol, just continually set the mineral field to 9.
Report, edit, etc...Posted by Kyuubi. on 2006-03-04 at 20:52:40
probably people would notice a trigger to modify the value reosurces in a mineral patches if i dont think people would use it that much...but anyway,i did it just fine making a trigger to create a mineral patch somewhere, make sure you have location big enough for the patch to spawn like a building or so. Creating it for an enemy/computer player works...
Report, edit, etc...Posted by Noober on 2006-03-05 at 00:31:45
QUOTE(A_of_s_t @ Mar 4 2006, 07:47 PM)
lol,  just continually set the mineral field to 9.
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But he wants each mineral field to have 2.
Report, edit, etc...Posted by Kyuubi. on 2006-03-05 at 00:35:53
QUOTE(Noober @ Mar 4 2006, 09:31 PM)
But he wants each mineral field to have 2.
[right][snapback]439527[/snapback][/right]

simple thing on changing the 9 to a 2, no problem,so just set the trigger 'set/modify resource amount for 'resource type' at 'location' to '2(or what number you want it to have)'.
Report, edit, etc...Posted by Noober on 2006-03-05 at 00:37:13
If you've read any of the posts, the problem with setting it to 2 is that it disappears after you've mined it, and it needs to be recreated.
Report, edit, etc...Posted by A_of_s_t on 2006-03-05 at 00:40:07
Not unless u have a preserve trigger and hyper trigs
Report, edit, etc...Posted by The_Dead_One on 2006-03-05 at 00:58:01
Or you could just put the building its mining for four times the distance you had it from the mins.
Report, edit, etc...Posted by Kyuubi. on 2006-03-05 at 03:40:27
QUOTE
If you've read any of the posts, the problem with setting it to 2 is that it disappears after you've mined it, and it needs to be recreated.


yea once its mined, the patch will disappear...but you can just make a trigger that recreates it like:

Conditions:
-Player 12 or all players(or whatever player owns the mineral patch) brings exactly 0 mineral patch/type to location
Actions:
-create 1 mineral patch/type for a player
-'set/modify resource amount for 'resource type' at 'location' to '2(or what number you want it to have)'.
-preserve trigger

probably you'd want to have the location for the mineral patch to spawn or move the worker out of the way so you don't get a unit unplaceable...

as i said before, i've made the map create mineral patches through triggers...its an old rpg map i made that worked on it...i just set it to create for a non human player,then make it modfiy the resources to 1...
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