Staredit Network > Forums > Modding Assistance > Topic: Making an ability cost minerals
Making an ability cost minerals
Jul 7 2012, 8:54 pm
By: Pr0nogo  

Jul 7 2012, 8:54 pm Pr0nogo Post #1



I need to mod the Yamato Cannon to cost minerals. I'm trying to make a sort of 'ammo' system, where the mineral counter acts as the amount of times the player may use the ability. This would allow me to place ammo caches here and there. Any ideas?




Jul 9 2012, 4:47 pm Biophysicist Post #2



Plugin, natch. Do you know C++ and have access to GPTP? If so, do a unit loop and check when unit->mainOrderId is whatever Yamato's order is, which can be looked up in enumerations.h or order.dat. Inside that block, check if the player's minerals are high enough; deduct if they are, and otherwise set unit->mainOrderId to 1 (which is Stop).



None.

Jul 9 2012, 6:59 pm Pr0nogo Post #3



Quote from Biophysicist
Do you know C++

No.




Jul 11 2012, 5:56 pm xAngelSpiritx Post #4

eternal lurker

I've asked about this before; see here.

Quote from Biophysicist
Plugin, natch. Do you know C++ and have access to GPTP? If so, do a unit loop and check when unit->mainOrderId is whatever Yamato's order is, which can be looked up in enumerations.h or order.dat. Inside that block, check if the player's minerals are high enough; deduct if they are, and otherwise set unit->mainOrderId to 1 (which is Stop).
Won't that cause the minerals to be deducted for every frame that the order is being executed, instead of just once?



None.

Jul 11 2012, 6:54 pm Biophysicist Post #5



Yah, that's what I ran into and why this isn't done yet. >.>



None.

Jul 11 2012, 7:52 pm Pr0nogo Post #6



Thanks for the service, nonetheless. This is well beyond me.




Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[04:13 pm]
UndeadStar -- :wob:
[2025-5-19. : 7:14 pm]
Ultraviolet -- :wob:
[2025-5-15. : 3:53 pm]
Ultraviolet -- oh yeah probably. think I misinterpreted the original message. I thought he meant moving the flag revealed the base in the sense that it opened it up to being scouted, but what you're saying makes more sense
[2025-5-15. : 11:37 am]
Sie_Sayoka -- dont those ladder maps have use map settings game type? i remember in a lot of them there was display text showing the maker and other credits at the beginning
[2025-5-14. : 4:42 pm]
fritfrat -- Good point.. maybe in Melee it sets off the hard-coded Capture the Flag logic when they pick up a p12 flag, revealing the SCV
[2025-5-14. : 4:34 pm]
Ultraviolet -- Yeah, I forget how they do it, but they can preplace P12 units in melee / TvB maps. Maybe unit sprites
[2025-5-14. : 3:38 pm]
fritfrat -- Artosis and Tasteless were chatting on an ASL cast that 6 player maps will likely never happen for competitive SC, but Artosis mentioned how there was a concept of one where a worker had to pick up a flag to get out of their base, which resulted in their base being revealed. That's not possible with Melee / Top vs Bottom settings, is it? Thought I'd ask..
[2025-5-12. : 7:50 pm]
dumbducky -- I am so good at procrastinating
[2025-5-09. : 8:45 pm]
Ultraviolet -- Me too. The general concept is exciting and fun to play, or at least I enjoyed it in the previous Diplo Europe iteration.
[2025-5-08. : 10:18 pm]
Excalibur -- I have no idea if Clans will finish his map but I hope so.
Please log in to shout.


Members Online: Excalibur