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    posted a message on Multi Harvesters?

    Copy a mineral field, and swap the resource type and model (and some other information from the geyser like footprint, its easier than modifying an existing vespene geyser. (I tried modifying the existing vespene geyser, and while it worked, I screwed something up, and now there is a circle attached to every model in the game :( )

    Posted in: Miscellaneous Development
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    posted a message on Multi Harvesters?

    I just tested this, and this is not true, you can have 10 MULEs on 1 mineral patch if you wish.

    Posted in: Miscellaneous Development
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    posted a message on Multi Harvesters?

    stacking is easy (you can ignore placement rules when editing the unit), but in honesty what this does, is prevents you from seeing exactly how many minerals you have left in the field. Which is frustrating for the player.

    Posted in: Miscellaneous Development
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    posted a message on Multi Harvesters?

    yes, this is almost what I need. However, how do I edit the resource queue. The main issue with bypassing the resource queue is I can have ANY number of workers on a field at one time. Ideally I want to limit it to a specific number.

    Thanks for the idea though.

    Posted in: Miscellaneous Development
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    posted a message on Multi Harvesters?

    I've spent some time searching for this, but could not find it.

    What I want:

    • Four harvesters (ie probe, drone, scv) able to harvest from 1 field simultaneously (which I have already made larger).

    What I have tried:

    • Searched for a field that limited workers (maybe I missed it?)
    • Duplicate the "Carry Mineral Field Mineral" behavior
    • Duplicate the "Mineral (Mineral Field)" behavior (THIS very doesn't work, it allows you to harvest the mineral field to depletion w/o seeing the true value of the field).
    Posted in: Miscellaneous Development
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    posted a message on WC3 Mechanics ?

    Random Damage is painfully Simple.

    Step 1) Open the Data Window Step 2) Ctrl+Shift+H (Shows Advanced Values) Step 3) Select the Weapon to modify, select the Damage Effect. Step 4) Set the "Combat - Amount" value to the minimum damage. Step 5) Set the "Effect - Random" value to the delta damage.

    For example, if you modified the "Battlecruiser AG - ATS Laser Battery", and set the "Effect - Random" value to 10, your Battlecruiser will now deal 10-20 damage.

    Done. ^_^

    Note: This has 0 triggers, hurrah!

    Posted in: Miscellaneous Development
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