Hi everyone, I'm working on a remake of destination. Right now I have destructible rocks on the back door ramps, but I've had many requests for the sc1 style 0 mineral patches blocking the ramps. I haven't found a way to do this. The closest solution I could find was placing a vespene geyser near the mineral patches. The worker can build an extractor, and then harvest between the minerals and the geyser with queued actions, but I don't really find this satisfactory.
Place the minerals somewhere, go to tools, click selection mode, double click the patch, check "ignore placement requirements" then go to the "resources" tab and change the value to 0
hope this helps
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"human beings make life so interesting. Do you know that in a universe so full of wonders, they have managed to create boredom?" -Death (Discworld)
Place the minerals somewhere, go to tools, click selection mode, double click the patch, check "ignore placement requirements" then go to the "resources" tab and change the value to 0
hope this helps
Thank you ghoohg.
I have tried this and the result is mineral patches which do not actually appear in game.
wouldn't the ramps be to expands? so they wouldn't mine right away, they would first have to build a command center or w/e and then when done building they would just return it right to the CC they built. if its not to an expand then whats wrong with having a probe run around building stuff while holding a mineral
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"human beings make life so interesting. Do you know that in a universe so full of wonders, they have managed to create boredom?" -Death (Discworld)
Makes two types of patches. Gold and Regular minerals.
Or make an object that can only be attacked by workers.
I thought about that too with the only workers can attack. But is that possible? I have pretty much no idea about data changes etc. :(
In BW the solution is that there are about 20 mineral patches stacked on top of each other but every patch contains 0 minerals. In SC2 this would disappear ingame. Haven't found a way to make them stay.
I don't know a ton about triggers with Galaxy yet, but could you set it to 1 mineral at that location, then do a "region" around those patches. Set a trigger to that region that states if a miner is carrying minerals through that region remove minerals or something?
1) Duplicate a Mineral Field unit and Minerals (Mineral Field) behavior.
2) Make sure that your duplicated Minerals (Mineral Field) is attached to the Behaviors+ field and not the original behavior.
3) In the duplicated Minerals (Mineral Field) behavior, remove the Carry Resource Behavior field.
4) Adjust to Amount and Capacity fields to however many times it should take for a worker to remove a particular mineral field. If the mineral field needs to be mined 20 times before it is removed, then adjust it to 20.
5) Change the Harvest Amount to 1.
6) Place your duplicated unit on the map, you only need to place 1 per location.
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Hi everyone, I'm working on a remake of destination. Right now I have destructible rocks on the back door ramps, but I've had many requests for the sc1 style 0 mineral patches blocking the ramps. I haven't found a way to do this. The closest solution I could find was placing a vespene geyser near the mineral patches. The worker can build an extractor, and then harvest between the minerals and the geyser with queued actions, but I don't really find this satisfactory.
Any ideas?
Thanks.
@nomsayin: Go
Place the minerals somewhere, go to tools, click selection mode, double click the patch, check "ignore placement requirements" then go to the "resources" tab and change the value to 0
hope this helps
Thank you ghoohg.
I have tried this and the result is mineral patches which do not actually appear in game.
then make them 1 mineral patches...
there's another problem with that.. that leads to the workers having to return to their command center before mining more.
@nomsayin: Go
wouldn't the ramps be to expands? so they wouldn't mine right away, they would first have to build a command center or w/e and then when done building they would just return it right to the CC they built. if its not to an expand then whats wrong with having a probe run around building stuff while holding a mineral
Does nobody have a solution for this? I'm looking for the exact same thing :/
@ghoohg: Go
Obviously, you don't get it.
It's a puzzle I assume. If he's already holding minerals, then he can't mine another patch to open more "gates".
Makes two types of patches. Gold and Regular minerals.
Or make an object that can only be attacked by workers.
I thought about that too with the only workers can attack. But is that possible? I have pretty much no idea about data changes etc. :(
In BW the solution is that there are about 20 mineral patches stacked on top of each other but every patch contains 0 minerals. In SC2 this would disappear ingame. Haven't found a way to make them stay.
is it possible to change the resource amount per stack in game through triggers?
I don't know a ton about triggers with Galaxy yet, but could you set it to 1 mineral at that location, then do a "region" around those patches. Set a trigger to that region that states if a miner is carrying minerals through that region remove minerals or something?
Dont have much experience either but why don't you try somthing like stacking 5, 0 mineral patches with one patch that has 1 mineral left under it.
I believe what you need to do is:
1) Duplicate a Mineral Field unit and Minerals (Mineral Field) behavior.
2) Make sure that your duplicated Minerals (Mineral Field) is attached to the Behaviors+ field and not the original behavior.
3) In the duplicated Minerals (Mineral Field) behavior, remove the Carry Resource Behavior field.
4) Adjust to Amount and Capacity fields to however many times it should take for a worker to remove a particular mineral field. If the mineral field needs to be mined 20 times before it is removed, then adjust it to 20.
5) Change the Harvest Amount to 1.
6) Place your duplicated unit on the map, you only need to place 1 per location.