I am having difficulties with trying to queue an order to an scv to drop off his minerals he will gather at the structure he spawned from, ignoring all other drop offs that are closer.
Here's my section of GUI code so far:
General -If (Conditions) then do (Actions) else do (Actions) If (Unit type of (Last created unit)) == SCV Then Unit -Order (Last created unit) to (SCV - Gather targeting (Rally point target unit of point 1 with target 1 for (Picked unit))) (Replace Existing Orders) Unit -Order (Last created unit) to (Smart Command targeting (Picked unit)) (After Existing Orders) Unit -Order (Last created unit) to (((SCV - Gather (SCV), 1))) (After Existing Orders) Else
The index (SCV - Gather (SCV), 1) is supposed to reference the "dropoff" command but when he smart moves to the building he just chills and doesn't drop off.
I'd like to achieve the same effect of when in game I can shift click from mineral patch to drop off structure and they just drop off when they get to the target structure, but this smart targeting doesn't appear to create a queue rally like when queuing commands manually in game, doesn't seem very smart as the name implies using that command, since its not engaging the order to drop off onto the target structure the smart command is issued onto.
I will add, that the return cargo sub ability is an instant, and can't have a unit target, perhaps I should see if I can change the fundamental limitation via data editor?
Thank you for the attempt to create an example. It shows promise, but there are a couple issues.
-In my map there will be dozens of the drop offs to be built, not just 1.
-The drop off in your example happens when returning to the mineral patch.
I noticed you added the drop off ability to the scv and issue an actor animation change to superficially carry minerals, this seems just unnecessary, to me, is there a way to just issue a queue command to "shift+right click" the return structure like in normal games, but via trigger?
Edit: I created sort of a workaround, which is always annoying, but essentially the workers stop and a trigger orders them to return cargo, and then set out to gather at the rally of the structure. Last thing I need to solve is how to make unlimited workers be able to mine on the same rock without automatically searching for another one nearby.
I guess it might not be as complicated as it seems. Just discovered that for the Return Cargo ability to work on custom structures, eg. Barracks, just modify the Behavior: Drop-Off say minerals to enabled on the Barracks unit. Attached is the example for your perusal.
Found that it does not require the return cargo workaround trigger which might be a headache least to say.