Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Probe mining minerals half a map away
Probe mining minerals half a map away
Nov 1 2008, 6:42 pm
By: Elvang  

Jun 11 2016, 6:24 pm zeracool Post #21



Quote from NudeRaider
A recall to unwalkable terrain (that's how the glitch works) is not so different to the effect of a teleport to unwalkable terrain trigger. I suppose with the right timing (timing is important!) you could just reproduce the glitch via triggers.

When you try the glitch you have to recall the probe, then during the recall animation quickly order the worker to mine. If you time it right it will start mining on the spot. Maybe it also has to be near a cliff.
That means you have to time the activation of the AI so that the workers start mining just before the teleport trigger fires. (in theory)

Sorry for necroing this thread! I have searched tirelessly to figure this out. I am actually attempting to reproduce this glitch for a map idea but to no avail. I have a small island with a nexus, a probe and an arbiter and have successfully set up cast recall. I've tried a few of the Protoss AI scripts such as "Expansion Area Town" and "Brood War Town A", but the probe just sits there. Any help would be greatly appreciated!



None.

Jun 11 2016, 7:33 pm Dem0n Post #22

ᕕ( ᐛ )ᕗ

Make sure you're using the "Run AI Script at Location" action. Place a location over the Nexus, and then run the AI script at that location.




Jun 11 2016, 7:43 pm trgk Post #23



Using Move Unit action will work.



EUD

Jun 11 2016, 8:45 pm zeracool Post #24



Hello, greatly appreciate the prompt response, help and suggestions!

Quote from Dem0n
Make sure you're using the "Run AI Script at Location" action. Place a location over the Nexus, and then run the AI script at that location.
I've tried both like that, encompassing the probe and just the nexus with nothing happening.

Quote from trgk
Using Move Unit action will work.
Using it to teleport to a test set of minerals just teleports the probe and using to to teleport to the arbiter's location doesn't seem to work either.

If this helps, here's a screenshot: locations and triggers .Do the minerals need to be in an inaccessible part of the map? I was trying to get it to steal resources from the player until they are depleted.

Thanks again!



None.

Jun 13 2016, 9:27 pm Roy Post #25

An artist's depiction of an Extended Unit Death

I'm not sure about the claims of the original poster for this thread, but in regards to the long-distance mining trick, two things are required:

1) The worker has an active order to harvest/return resources
2) The worker gets moved to an invalid location

In-game, this is achieved by putting an Arbiter over some water or other unwalkable terrain and casting Recall on the Probe. This will attempt to move the Probe to the Arbiter, but because the Probe cannot go there, it remains in place. However, this tricks the game into believing the Probe has stopped because it is in range of harvesting, and so the Probe begins to harvest its target from afar.

Using triggers, we don't even need to bother with an Arbiter's Recall: we can use the "Move Unit" action to attempt to move the Probe onto water. This will of course fail, so the Probe won't move at all, but it creates the desired effect of long-distance mining.

So, the crux of the issue is, how do we automate this with an AI? Unfortunately, the AI is very fickle, and (throughout my testing, at least), it won't issue the order to harvest if it cannot find a walkable path to the resources. In other words, the AI won't tell the Probe to do anything because it doesn't think it can do anything, and thus condition #1 is never fulfilled.

Attached is an example map showing long-distance mining. You can disconnect the terrain connecting the Probes to the Nexus or the Mineral Fields to see this limitation in action. Unless there's a way to force the computer to issue a harvest command even when the destination is unreachable, this is the best you can do.

Attachments:
Mining.scx
Hits: 1 Size: 36.26kb




Jun 15 2016, 12:48 am zeracool Post #26



Thanks again, really appreciate all the feedback and help. Will see about implementing the fix in said map.

Take it easy and happy map-making!



None.

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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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