just some feedback here, the ramps into the main are way to skinny especially going up the double cliff, that would make it way to easy to turtle on, as the higher ground would have a far superiour advantage as nothing would be able to get up the ramp let alone in. Yea there is the back rocks into the natural but even that has to go up a skinny ramp into a main.
it's an scv with move and acceleration set to 0, it only drops off if it can move, problem is if I give it the ability to move, it sometimes tried moving to mineral patches (why I don't know either)
Yea I will give the stop order to it somehow to see if I can get that to work regarding the single mineral patch
Yes getting people to think outside the box is exactly what the majority of these WDE's are for, the whole builder build thing is done everywhere, I am wondering if there is a new fresh way to get that done, but in saying that new ways of getting the build ability to work is also good and gets people thinking of how they can incorporate different ideas into their maps
so say I had units wandering around the map and they were to walk over this building in progress, would there be a way of using that unit in the sacrifice rather than having to have them allready required?
how does it drop the minerals off to itself though? thats the problem with the harvest I am having :/ havn't tried ordering it to stop, though I don't see that fixing the drop off, should fix the harvest picking random targets
no the structure should harvest on its own the moment its built, and keep searching till no more resources are in range, how does the modify unit take resources off a mineral patch, the mineral patch uses a behavior to control the amount of resources on it?
Yes I want a structure that works similar to the auto refinery, it will target a random mineral patch in 5 yards range, mine the crystal then randomly pick another mineral patch, each time it mines it consumes energy on the structure.
It should consume the minerals from the patch it is mining
I had most of it working except for the above, but remaking it from scratch doesn't seem to work either
Ugh... not sure if that is going to work either, need to modify the value of remaining crystals which is a buff of type resources, but not sure if I can modify those fields without harvesting it
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On the blizzard map that has the arrows, why don't you have a look yourself? you can open up the campaign maps
I would imagine it has waits in between the showing of each arrow
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@Enexy: Go
Then what your creating isn't lagless...
On topic but I would prefer WASD, its awkuad to try and play on the arrow keys
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@Admuntour: Go
just some feedback here, the ramps into the main are way to skinny especially going up the double cliff, that would make it way to easy to turtle on, as the higher ground would have a far superiour advantage as nothing would be able to get up the ramp let alone in. Yea there is the back rocks into the natural but even that has to go up a skinny ramp into a main.
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@aczchef: Go
Your always welcome to submit old entires to older WDE :)
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It no longer is, but I can't get the building to harvest said minerals
edit. I have it working... somewhat, still fiddling with it
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@DrSuperEvil: Go
thats where borg's order stop might work. with the gather being auto cast
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@jaxter184: Go
It is an ability in the campaign to allow multiple scv's to build on one structure and make it build faster, you should take a look :)
the resource build I like the idea of that, consuming resources as you build rather than upfront!
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@DrSuperEvil: Go
so basically what I established earlier, is that it can't use the harvest ability, have to use effects and recreate it how I want it
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@DrSuperEvil: Go
I have looked at that but nowhere have I found anything that gives the minerals to a player or takes them off the resource, hence why I'm stumped
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@BorgDragon: Go
it's an scv with move and acceleration set to 0, it only drops off if it can move, problem is if I give it the ability to move, it sometimes tried moving to mineral patches (why I don't know either)
Yea I will give the stop order to it somehow to see if I can get that to work regarding the single mineral patch
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@Lilianna: Go
Yes getting people to think outside the box is exactly what the majority of these WDE's are for, the whole builder build thing is done everywhere, I am wondering if there is a new fresh way to get that done, but in saying that new ways of getting the build ability to work is also good and gets people thinking of how they can incorporate different ideas into their maps
@DrSuperEvil: Go
so say I had units wandering around the map and they were to walk over this building in progress, would there be a way of using that unit in the sacrifice rather than having to have them allready required?
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@BorgDragon: Go
how does it drop the minerals off to itself though? thats the problem with the harvest I am having :/ havn't tried ordering it to stop, though I don't see that fixing the drop off, should fix the harvest picking random targets
@DrSuperEvil: Go
no the structure should harvest on its own the moment its built, and keep searching till no more resources are in range, how does the modify unit take resources off a mineral patch, the mineral patch uses a behavior to control the amount of resources on it?
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By the looks of it
http://www.sc2mapster.com/teams/tutorialz/
there is a bit of information on the team home page
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Yes I want a structure that works similar to the auto refinery, it will target a random mineral patch in 5 yards range, mine the crystal then randomly pick another mineral patch, each time it mines it consumes energy on the structure.
It should consume the minerals from the patch it is mining
I had most of it working except for the above, but remaking it from scratch doesn't seem to work either
0
Ugh... not sure if that is going to work either, need to modify the value of remaining crystals which is a buff of type resources, but not sure if I can modify those fields without harvesting it