Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Mineral pile detection
Mineral pile detection
Apr 7 2009, 11:53 pm
By: EatThePath  

Apr 7 2009, 11:53 pm EatThePath Post #1



I'm working on a ums map for "standard" starcraft play that has custom events based on when a base has run out of minerals. I have thought of but don't want to use income counting methods because that limits the number of bases to one, unless somebody has an idea. The only method I know will work, but which I don't want to use, is this:

Have a location for each mineral spot, and periodically test whether you can place a building / beacon there (or whatever)... and move any ground units out of the way and back so it can't be tricked by accidental units in the way. Then a second trigger looks for the building, and if it's there you remove it, and you know the mineral spot is empty and can stop testing. Obviously you want hypertriggers to make this as inconspicuous as possible. But there's one major problem: until the minerals are gone, you'll keep getting "unit unplaceable" errors every time the check runs. Ideally I want you to play without EVER seeing unit unplaceable, which is really annoying during a "standard" starcraft game, but I might compromise and have a simultaneous check on everything every 5 minutes or something to make it less intrusive.

Anyway, is there way to look for mineral piles existence that I haven't thought of? Or a way to hide/limit "unit unplaceable" noise and text? I wish the "bring" or "command" conditions would let you look for mineral piles. :\

EDIT:
Sorry to double post. I just looked up about EUDs a little (I didn't know about these before). Has anyone ever done this with EUDs, or know where that info would be in the memory?

Post has been edited 1 time(s), last time on Apr 8 2009, 3:48 am by NudeRaider. Reason: merged posts



None.

Apr 8 2009, 12:23 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

yes, but you can use bring to detect mineral fields.

Also, the bottom left of your post has a "modify" button you can use rather than double posting.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 8 2009, 12:36 am EatThePath Post #3



I know how forums work, but not "bring" I guess. :(

some help? which player controls minerals? I thought I tried everything... please spell it all out



None.

Apr 8 2009, 12:54 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

typically player 12 owns them. It all depends on who they are placed for. If you create minerals, they are owned by player 12, but you can preplace them for other players. Player 12 is also "neutral" in SCMDraft. There's 3 types of mineral fields too, so you'll need conditions, one for each type.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 8 2009, 12:59 am EatThePath Post #5



Yeah I was talking with somebody... I didn't realize you needed a custom editor; I thought this would be simple enough for staredit plain, or doable with standard triggers. Thanks for the help though. :)



None.

Apr 8 2009, 1:07 am Pigy_G Post #6



And for future reference, you could always have preplaced units and used the 'Move Unit' action instead of creating a unit. If there was a unit in the way nothing would happen, as opposed to an annoying error.



None.

Apr 8 2009, 1:20 am EatThePath Post #7



Good call. Hopefully hypertriggers would prevent you seeing anything warp in and out of your base.



None.

Apr 8 2009, 3:58 am NudeRaider Post #8

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

First of all you don't need an advanced editor for what you're trying to do. If you wanted to place the minerals for another player than P12, then you'd need it.

You don't even need hyper triggers. Just do it all in the same trigger loop.
Moving buildings works better because they don't get pushed off like units. So they only move if the minerals are gone.
Then you can just check in the next trigger if the building is still in place or not.
You'd also need only 1 or 2 locations per mineral cluster if you try to move a large building and chose the spots of the locations wisely. That way one building could cover several mineral blocks.

But tbh this is much more effort than just making 1 location over the whole region and checking for the mineral types in question via bring. I just thought I'd clear it up since this alternative was already mentioned.




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