I'm pretty new to the map editor and am in search of guidance. Any help is greatly appreciated!
Essentially I'd like to adjust workers to be able to harvest a range of minerals depending on length of mining time. So..for the sake of simplicity, say the probe harvests 5 minerals every 2 seconds.
- The probe could mine up to 12 seconds, after which he'd deposit 30 minerals.
- If you pulled the probe after 6 seconds of mining, he would have 15 minerals to return.
I'm assuming the change has something to do with the CarryMineralFieldMinerals behavior, but am not sure what to tweak, or if there are other aspects that need to be changed as well.
Please let me know if my explanation is unclear. Thanks in advance!!
Unfortunately that does not work. The Resource behaviour and the Harvest ability are all or nothing. You will have to simulate harvesting by using a periodic Modify Unit effect to drain resources from the mineral unit and add dummy buff stack. When ordered to return to the command center (by Issue Order if the buff stack if full) the buff stacks will be drained and a Modify Player effect adds resources to the player for each buff stack removed.
The carrymineralfieldminerals behaviour is purely to act as a trigger for the actor model of the carried minerals to be created.
Hello,
I'm pretty new to the map editor and am in search of guidance. Any help is greatly appreciated!
Essentially I'd like to adjust workers to be able to harvest a range of minerals depending on length of mining time. So..for the sake of simplicity, say the probe harvests 5 minerals every 2 seconds.
- The probe could mine up to 12 seconds, after which he'd deposit 30 minerals.
- If you pulled the probe after 6 seconds of mining, he would have 15 minerals to return.
I'm assuming the change has something to do with the CarryMineralFieldMinerals behavior, but am not sure what to tweak, or if there are other aspects that need to be changed as well.
Please let me know if my explanation is unclear. Thanks in advance!!
I know what youre trying to say. I'll check in the editor and see what I can do.
Yay fast responses!
Unfortunately that does not work. The Resource behaviour and the Harvest ability are all or nothing. You will have to simulate harvesting by using a periodic Modify Unit effect to drain resources from the mineral unit and add dummy buff stack. When ordered to return to the command center (by Issue Order if the buff stack if full) the buff stacks will be drained and a Modify Player effect adds resources to the player for each buff stack removed.
The carrymineralfieldminerals behaviour is purely to act as a trigger for the actor model of the carried minerals to be created.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg