Hi everyone, I have this map where I'd like to recreate the farm system from age of empires. so essentially, the worker unit builds a farm, then if you select the worker and right click on the farm, he harvests it like a mineral field, returning 8 food resource items with each return. how might this be possible? sorry if I don't understand at first, the galaxy editor still confuses me
I just used shields and energy for debugging in that it gave an easy to spot UI visual that the buff stacks were flowing correctly. You can remove the vital modifications completely.
Just used max energy to count the input buff stack counts and shield for the output.
Unit is right click ordered to target one of the specific units to move to so it has in its order queue that it is using the move ability and targeting the unit. Based on this and proximity to the destination unit it then applies persistent effects using an arc Search Area effect that targets the target of the move ability to "harvest" adding buff stacks to the unit and removing resources or buff stacks from the resource unit. Once the harvester has enough buff stacks it returns to the depot unit using an issue order effect to move to it. Once there a persistent is used to remove buff stacks and transfer them to the other unit which in the case of the minerals and vespene just converts the buff stacks into tech resources. With the factory there is a switch that determines if the units working for it harvest resources or deliver products depending on what the quantities of the buff stacks are on the factory unit.
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I think it's more that I'm a bit confused on the order of the effects and their names, but let me explain how I understand it so far:
if I have the 'Show Explain Link' window open, I see a tree of behaviours and effects, I assume that this list shows the list of directions given to the marine and the factory?
The first named '1testresourceminemasterbuff' is applied to the marine if it right clicks the terrazine harvester.
when the marine has that behaviour, it is given the effect '1testforwardminesearch', which compels it to look for a mine within it's vicinity.
Wrong. The 1test resource mine master buff has nothing to do with the factory. It just does the minerals and vespene. It activates if the unit is near some minerals/gas that it is ordered to move to and does not already have a resource it is mining. this buff applies a search in a small arc infront of the unit that then uses a switch based on resource type and how many are already harvesting from it. If 3 are already harvesting minerals it uses an Issue Order effect to order the marine to move to a mineral with a vacant spot. Otherwise it applies a Create Persistent effect to the target resource. This persistent applies a counter buff stack to the target resource for liming the number of harvesters and a buff to the caster so it knows it has work. It also applies a switch that applies behaviours to the caster that do the actual mining based on the target mineral resource type. These 1test mining interval buffs periodically remove resources from the target unit and apply buff stacks to the caster. When the caster has enough buff stacks or the mineral is depleted it is ordered to move to the nearest depot. If the unit is ordered to stop mining the 1test has mine buff is removed applying a set to destroy the persistent and remove a buff stack on the target resource.
The 1test deposit order buff on the marine handles the dropping off of resource buff stacks to the command centre. If it has the 1test has mine buff or a buff stack applied by resource depletion the switch will make the marine transfer buff stacks to the command centre until it has no more resource stacks and then order it to a new mine or the 1test task master switch of the 1test resource mine master buff will order the unit to move back to the correct resource.
The other buff on the marines is just to push them a little closer to the resource if it is crowded so they are within harvesting range.
The factory is all run using the 1test terrazine refinery master buff. This buff on the factory activates if an unemployed worker (marine) is ordered to move to it and is nearby or if the depot structure is adjacent. If the depot is adjacent it directly transfers any product buff stacks. With workers again a buff is applied to the factory to tally the total number of workers and the 1test has terrazine employment to the marine. This buff then does all the ordering of the units to do various tasks for the factory.
The 1test terrazine refining buff, 1test depot resource processing and 1test depot gas processing slow buffs are for the interconversion of resource buff stacks
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hi everyone, I have this map where I'd like to recreate the farm system from age of empires. so essentially, the worker unit builds a farm, then if you select the worker and right click on the farm, he harvests it like a mineral field, returning 8 food resource items with each return. how might this be possible? sorry if I don't understand at first, the galaxy editor still confuses me
I did a harvest simulation using data
PM me your email and I will send you the demo map.
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
thanks Dr, I've checked out the map and it's very interesting. is there a way to use a custom, hidden variable instead of shields and energy?
I just used shields and energy for debugging in that it gave an easy to spot UI visual that the buff stacks were flowing correctly. You can remove the vital modifications completely.
Just used max energy to count the input buff stack counts and shield for the output.
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
Hi Dr, I'm a bit confused about how all this works, can you explain?
Unit is right click ordered to target one of the specific units to move to so it has in its order queue that it is using the move ability and targeting the unit. Based on this and proximity to the destination unit it then applies persistent effects using an arc Search Area effect that targets the target of the move ability to "harvest" adding buff stacks to the unit and removing resources or buff stacks from the resource unit. Once the harvester has enough buff stacks it returns to the depot unit using an issue order effect to move to it. Once there a persistent is used to remove buff stacks and transfer them to the other unit which in the case of the minerals and vespene just converts the buff stacks into tech resources. With the factory there is a switch that determines if the units working for it harvest resources or deliver products depending on what the quantities of the buff stacks are on the factory unit.
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
I think it's more that I'm a bit confused on the order of the effects and their names, but let me explain how I understand it so far:
if I have the 'Show Explain Link' window open, I see a tree of behaviours and effects, I assume that this list shows the list of directions given to the marine and the factory?
is this correct?
Wrong. The 1test resource mine master buff has nothing to do with the factory. It just does the minerals and vespene. It activates if the unit is near some minerals/gas that it is ordered to move to and does not already have a resource it is mining. this buff applies a search in a small arc infront of the unit that then uses a switch based on resource type and how many are already harvesting from it. If 3 are already harvesting minerals it uses an Issue Order effect to order the marine to move to a mineral with a vacant spot. Otherwise it applies a Create Persistent effect to the target resource. This persistent applies a counter buff stack to the target resource for liming the number of harvesters and a buff to the caster so it knows it has work. It also applies a switch that applies behaviours to the caster that do the actual mining based on the target mineral resource type. These 1test mining interval buffs periodically remove resources from the target unit and apply buff stacks to the caster. When the caster has enough buff stacks or the mineral is depleted it is ordered to move to the nearest depot. If the unit is ordered to stop mining the 1test has mine buff is removed applying a set to destroy the persistent and remove a buff stack on the target resource.
The 1test deposit order buff on the marine handles the dropping off of resource buff stacks to the command centre. If it has the 1test has mine buff or a buff stack applied by resource depletion the switch will make the marine transfer buff stacks to the command centre until it has no more resource stacks and then order it to a new mine or the 1test task master switch of the 1test resource mine master buff will order the unit to move back to the correct resource.
The other buff on the marines is just to push them a little closer to the resource if it is crowded so they are within harvesting range.
The factory is all run using the 1test terrazine refinery master buff. This buff on the factory activates if an unemployed worker (marine) is ordered to move to it and is nearby or if the depot structure is adjacent. If the depot is adjacent it directly transfers any product buff stacks. With workers again a buff is applied to the factory to tally the total number of workers and the 1test has terrazine employment to the marine. This buff then does all the ordering of the units to do various tasks for the factory.
The 1test terrazine refining buff, 1test depot resource processing and 1test depot gas processing slow buffs are for the interconversion of resource buff stacks
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