Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Help With Mining
Help With Mining
Sep 2 2007, 11:19 am
By: Sie_Sayoka  

Sep 2 2007, 11:19 am Sie_Sayoka Post #1



I need help, I am making a map where the resource fields are very low and the bases are in very close proximity. Is there a way to stop workers from stealing minerals from other bases? or is the problem only fixed by creating a barrier.



None.

Sep 2 2007, 12:20 pm Akar Post #2



Yes, using triggers you can prevent them from going across and trying to steal minerals.

Trigger
Players

  • Player 1
  • Conditions

  • Player 1 brings at least 1 men to location "Player 2 Mine Zone"
  • Actions

  • Order all men to move to location "Player 1 Mine Zone"
  • Preserve Trigger


  • Post has been edited 1 time(s), last time on Sep 2 2007, 12:25 pm by Akar.



    None.

    Sep 2 2007, 2:46 pm Falkoner Post #3



    Or if you want to punish them for attempting to steal, you could just kill the workers :P



    None.

    Sep 2 2007, 3:41 pm Fallen Post #4



    I agree with Akor, its the best way



    None.

    Sep 2 2007, 4:17 pm Akar Post #5



    The only problem I see is terran buildings flying in.



    None.

    Sep 2 2007, 5:01 pm Daedalus Post #6



    That won't be a problem since it will only trigger at 'men'. However I think you want to use 3 triggers, 1 for each miner. Otherwise militairy units will also be teleported home, which is both iritating and open for being abused (just teleport your almost-dead units back to your base).



    None.

    Sep 2 2007, 5:06 pm Falkoner Post #7



    Or he could simply say if the enemy brings at least 1 of any unit there, order drone, order probe, order scv away.



    None.

    Sep 2 2007, 7:07 pm Sie_Sayoka Post #8



    thx but i was looking for a trigger that would like make the mineral patches mineable only to you... if there is such a thing



    None.

    Sep 2 2007, 7:54 pm Akar Post #9



    No.



    None.

    Sep 2 2007, 8:01 pm SCV Post #10



    Quote from Daedalus
    That won't be a problem since it will only trigger at 'men'. However I think you want to use 3 triggers, 1 for each miner. Otherwise militairy units will also be teleported home, which is both iritating and open for being abused (just teleport your almost-dead units back to your base).
    Good idea.



    None.

    Sep 2 2007, 10:25 pm blacklight28 Post #11



    but what if u wanted to use ur workers to fight?

    Post has been edited 1 time(s), last time on Sep 2 2007, 10:26 pm by blacklight28.



    None.

    Sep 2 2007, 10:26 pm Falkoner Post #12



    You could make it RIGHT next to the minerals, so you have to be like touching them.



    None.

    Sep 2 2007, 10:27 pm Akar Post #13



    Yes, that would work, but thats alot of locations.



    None.

    Sep 2 2007, 10:30 pm Falkoner Post #14



    Not if he is stacking them :P



    None.

    Sep 2 2007, 10:31 pm Akar Post #15



    true.



    None.

    Sep 3 2007, 12:27 am Sie_Sayoka Post #16



    actually I decided to screw that mineral system. Now im trying to make the mineral fields have 3 minerals each and replenish. How should i do this.



    None.

    Sep 3 2007, 12:30 am Falkoner Post #17



    Just constantly have a trigger modifying all minerals for player 12 to a number higher than 8.



    None.

    Sep 3 2007, 12:39 am Sie_Sayoka Post #18



    The thing is i do not want the minerals to be 8+, I want them to be a very low number like about 3 or 4. The point of the map is to have a VERY limited amount of resources, would i just have a detection trigger then replace it with a mineral field?



    None.

    Sep 3 2007, 12:44 am Falkoner Post #19



    No, since you can't create units for player 12...



    None.

    Sep 3 2007, 12:51 am Akar Post #20



    Ahh, I see. So you want to "grow" back.

    Oh and you can simply create the mineral field for player 7 and then give them to p12.



    None.

    Options
      Back to forum
    Please log in to reply to this topic or to report it.
    Members in this topic: None.
    [09:16 am]
    NimoStar -- ever wanted to play melee in installation tileset? Now you can https://staredit.net/topic/18929/
    [02:29 am]
    Symmetry -- TFW you google a problem and find the answer in a post you made yourself
    [01:46 am]
    Oh_Man -- How can i change my name here to put [TFE] on the end will thr website let me
    [2026-9-10. : 6:02 pm]
    Zoan -- of course it isn't full understanding. You could ask "is the mechanism by which this counterexample blows up the ONLY mechanism possible for an initial configuration to blow up?"
    [2026-9-10. : 5:48 pm]
    Zoan -- ppl do it all the time in PDEs
    [2026-9-10. : 5:47 pm]
    Zoan -- Heinermann
    Heinermann shouted: it also didn't solve that problem but hey as long as the investors are pleased
    Constructing a counterexample is answering the question: "Is Navier Stokes well posed?" in the negative
    [2026-9-10. : 5:44 pm]
    NudeRaider -- I only heard about it, didn't any news article, so what did it do then?
    [2026-9-10. : 5:43 pm]
    Heinermann -- it also didn't solve that problem but hey as long as the investors are pleased
    [2026-9-10. : 5:39 pm]
    NudeRaider -- I have no idea tbh. All I know no human was ever able to solve it, but there's at least a few that beat portal ;)
    [2026-9-10. : 5:32 pm]
    Zoan -- Navier Stokes is not that esoteric I thought
    Please log in to shout.


    Members Online: Wing Zero, Zoan