So I work on an extension mod, one of the features will be (hopefully) that after the gas is mined out, you can still mine the gas at a rate of 2 per trip.
Unfortunately, the Empty Harvest Amount value in behavior for Extractor and racial Extractors doesn't seem to work.
Is there something I'm missing in the Data, or can it be done as a trigger? If so, how (I suck at triggers).
Can you give an example on how to replace the old one? There's a field on the Behavior: Empty unit to replace an empty resource. Unfortunately with vespene there are 2, one additional on the Refineries.
Okay, I have trouble with the Actor (as always, I don't fully get them yet). The applied Behavior, when it's depleted, works as intended. But only until I add the Refinery Actor changes. It goes then to the original mining amount when it's empty, like it wouldn't be empty at all.
I removed the three actor events that are named Behavior.HarvestableVespeneGeyserGas.Restore. This keeps the refinery tint color red/plays red light animation when the gas is empty.
Why does this work at first and then stops working? :-S Now it immediately turns red after building. Has this something to do with copying stuff for Assimilator and Extractor?
OMG this editor...
Edit: I guess it's because I also fiddle with resources at game start. When I disable the triggers responsible for changing the Mineral/Gas values, it works correctly. So they deplete and restore the geysers, activating the Actor in the process. Hm. I don't get this, isn't the Actor only created, when the Refinery is built?
So I work on an extension mod, one of the features will be (hopefully) that after the gas is mined out, you can still mine the gas at a rate of 2 per trip. Unfortunately, the Empty Harvest Amount value in behavior for Extractor and racial Extractors doesn't seem to work.
Is there something I'm missing in the Data, or can it be done as a trigger? If so, how (I suck at triggers).
Hi. I know I'm necroing here, but... Have you found a solution? I'm trying to accomplish the same.
Tried removing it from the Ability: Resource Destroy field of the Harvest ability?
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
Yes. Didn't work.
I think I have tried everything by now.
Make a depletion unit with a different Resource behaviour with infinite lower yields?
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
Can you give an example on how to replace the old one? There's a field on the Behavior: Empty unit to replace an empty resource. Unfortunately with vespene there are 2, one additional on the Refineries.
Take a look at how I did it.
Link Removed: http://www.mediafire.com/file/n82a7vnqxcsj60w/SC1_Gas_Depletion.SC2Map
Hey thanks. It has some strange behaviors, when destroying and rebuilding the refinery, I gotta play around more. But this helps a lot!
Okay, I have trouble with the Actor (as always, I don't fully get them yet). The applied Behavior, when it's depleted, works as intended. But only until I add the Refinery Actor changes. It goes then to the original mining amount when it's empty, like it wouldn't be empty at all.
Can you describe, what you changed for the Actor?
I removed the three actor events that are named Behavior.HarvestableVespeneGeyserGas.Restore. This keeps the refinery tint color red/plays red light animation when the gas is empty.
Ah, perfect. Thank you very much. :)Why does this work at first and then stops working? :-S Now it immediately turns red after building. Has this something to do with copying stuff for Assimilator and Extractor?
OMG this editor...
Edit: I guess it's because I also fiddle with resources at game start. When I disable the triggers responsible for changing the Mineral/Gas values, it works correctly. So they deplete and restore the geysers, activating the Actor in the process. Hm. I don't get this, isn't the Actor only created, when the Refinery is built?