I copied across the auto-refinery to be built on mineral patches and extract minerals. Easy enough.
HOWEVER - Even though I resized the auto-refinery footprint to match the mineral size (1x2 grid square) it ends up all wonky in-game. Instead of taking up 1x2 grid squares, it ends up taking up EIGHT grid squares. The structure, once built, makes it impossible to build on many adjacent squares that the model doesn't even appear in.
It should look like this from top down (1x2 grid squares, right over the mineral patch): - - - - - x x - - - - -
Instead it looks like this: (2x3 grid squares with a couple additional grids taken up on the L and R): - x x - x x x x - x x -
It appears to me at this point that there is some bug regarding having a custom building with the "Resource" behavior built on top of any other structure, if it's smaller than 3x3 grid squares. Of course, minerals are 2x1 grid squares, so it is inherently broken. Anyone else seen anything like this or have a workaround?
Thanks SuperEvil, with your experience in making resource collection mechanics I thought you might have some insight.
Did you mean make the placement and pathing footprints of the Autorefinery the same as the mineral footprint (Footprint Mineral Fields Rounded)? Unfortunately, that still gives me the same error (8 grids squares get blocked off instead of 2).
UPDATE: I noticed that when the mineral field depletes to zero, the footprint then corrects itself and is the 2x1 shape it should be. This gave me the idea to morph the mineral field into a zero footprint version of itself when a refinery is built over it. This partly corrected the issue, and now the footprint is a little smaller. Looks like this (2x6, instead of 2x1):
I copied across the auto-refinery to be built on mineral patches and extract minerals. Easy enough.
HOWEVER - Even though I resized the auto-refinery footprint to match the mineral size (1x2 grid square) it ends up all wonky in-game. Instead of taking up 1x2 grid squares, it ends up taking up EIGHT grid squares. The structure, once built, makes it impossible to build on many adjacent squares that the model doesn't even appear in.
It should look like this from top down (1x2 grid squares, right over the mineral patch):
- - - -
- x x -
- - - -
Instead it looks like this: (2x3 grid squares with a couple additional grids taken up on the L and R):
- x x -
x x x x
- x x -
It appears to me at this point that there is some bug regarding having a custom building with the "Resource" behavior built on top of any other structure, if it's smaller than 3x3 grid squares. Of course, minerals are 2x1 grid squares, so it is inherently broken. Anyone else seen anything like this or have a workaround?
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
This is a bug with resizing footprints for structures built on other structures. Just use the footprint for the thing you want to build on.
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 SuperEvil, with your experience in making resource collection mechanics I thought you might have some insight.
Did you mean make the placement and pathing footprints of the Autorefinery the same as the mineral footprint (Footprint Mineral Fields Rounded)? Unfortunately, that still gives me the same error (8 grids squares get blocked off instead of 2).
UPDATE: I noticed that when the mineral field depletes to zero, the footprint then corrects itself and is the 2x1 shape it should be. This gave me the idea to morph the mineral field into a zero footprint version of itself when a refinery is built over it. This partly corrected the issue, and now the footprint is a little smaller. Looks like this (2x6, instead of 2x1):
- x x -
- x x -
- x x -
Still struggling :/
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
Discovered a work around. Have the minerals do a custom morph spell of another version of minerals, this one with it's Plane Array set to Air.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
Sounds like you used the depleted footprint.
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