Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: mineral field restock
mineral field restock
Jul 31 2008, 4:03 am
By: Gold_Member  

Jul 31 2008, 4:03 am Gold_Member Post #1



Its hard for me to explain what you would call it, its technically infinite minerals on the mineral field, but its a trigger that just renews the amount on the field. So say I got 25 minerals on a field, a SCV mines 8 minerals from it giving it 17 minerals, but the trigger renews it back to 25 minerals, forever. How is this done I have the trigger set up like so:

Player:
Neutral

Conditions:
Always

Actions:
(x5) Set resource amount for All resource sources owned by Neutral at location x to 10
Preserver Trigger

I figured this is the way your supposed to do it, but I tried gathering the mineral field and no such luck.

Post has been edited 1 time(s), last time on Jul 31 2008, 4:10 am by Gold_Member.



None.

Jul 31 2008, 4:37 am vietbeat Post #2



player = all
condition= always
action= set resource amount for all resource own by all players at location(whatever you named it) to 40(mineral number(
preserver trigger

had the same problem bro someone help me...so thank them ...



None.

Jul 31 2008, 4:55 am Falkoner Post #3



Make sure the fields are for the correct player, some extended editors allow you to place it for any player.



None.

Jul 31 2008, 7:46 am Matt Burch Post #4



Why the hell does Staredit even have the option to select a different player if they can't be owned by any other player? What the fuck is that?



None.

Jul 31 2008, 8:39 am Falkoner Post #5



Actually, they can be owned by a different player :P



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Jul 31 2008, 9:06 am Matt Burch Post #6



In the original StarEdit.app?



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Jul 31 2008, 12:26 pm Gold_Member Post #7



Ok, so I had the right trigger set up, just I shoulda made it for all players instead of neutral? and yea I make sure all the time that the minerals are set for neutral. But I do have a trigger that gives all units to players, in case someone should leave, that shouldnt be a problem should it?



None.

Jul 31 2008, 12:42 pm rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

Sounds like a problem to me. Set it to all players. If it works, and you're happy with it, no point in making it more difficult than it needs to be.



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

Jul 31 2008, 1:52 pm NudeRaider Post #9

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

Don't give any unit from neutral. Just give [buildings] and [men].




Jul 31 2008, 7:19 pm Falkoner Post #10



Yeah, it's probably giving the mineral fields to other players.



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Aug 1 2008, 2:19 am Gold_Member Post #11



Ok it works now, but for it to verify that the minerals replenished, you would have to reclick on the field, but thats not a problem, at least it replenishes :D One more question though is it possible to take out doodads via triggers, like say I have a BC crash into a forest (tree doodads) is it possible to make the trees where the crashed BC would spawn disappear via triggers?



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Aug 1 2008, 2:37 am Vi3t-X Post #12



No.

Remove the BC, sure. Remove the trees, no.



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Aug 1 2008, 4:03 am Gold_Member Post #13



Ok, I thought it was possible to remove doodads, oh well, ill make due :) thanks. My map is well on the way to being finished. All I gotta do now is balance units for my game type, and set up waves for attacks, and tweak a few other things, and ill be done ^^



None.

Aug 1 2008, 4:34 am rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

It's only possible to place rock sprites (and only one type of rock sprite) in starcraft during the game. There is no way to remove pure sprites (unit sprites yes, but they aren't really sprites).



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

Aug 1 2008, 4:39 am Vi3t-X Post #15



However death and sequence (Ensare) annimations do play at the start of the map and ware off after an allocated ammount of time.



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Aug 1 2008, 3:13 pm PCFredZ Post #16



Quote from Gold_Member
Ok, so I had the right trigger set up, just I shoulda made it for all players instead of neutral? and yea I make sure all the time that the minerals are set for neutral. But I do have a trigger that gives all units to players, in case someone should leave, that shouldnt be a problem should it?

The only problem you had was that Neutral Players either didn't exist or were P9-P12 and could not run the triggers anyway. Changing that to All Players easily solves the problem... though you really don't need x5 Set Resource actions.



None.

Aug 1 2008, 3:25 pm rockz Post #17

ᴄʜᴇᴇsᴇ ɪᴛ!

lol, I didn't catch that it was owned by p12 the first time through. I think you're the only person to notice it...



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

Aug 1 2008, 5:33 pm Vi3t-X Post #18



Quote from vietbeat
player = all condition= always action= set resource amount for all resource own by all players at location(whatever you named it) to 40(mineral number( preserver trigger had the same problem bro someone help me...so thank them ...
July 30th. Sorry, a bit late.



None.

Aug 2 2008, 6:31 pm Gold_Member Post #19



Quote from PCFredZ
Quote from Gold_Member
Ok, so I had the right trigger set up, just I shoulda made it for all players instead of neutral? and yea I make sure all the time that the minerals are set for neutral. But I do have a trigger that gives all units to players, in case someone should leave, that shouldnt be a problem should it?

The only problem you had was that Neutral Players either didn't exist or were P9-P12 and could not run the triggers anyway. Changing that to All Players easily solves the problem... though you really don't need x5 Set Resource actions.

the reason why I need five of them is because I have 5 different locations on the map that set to the same resource :P I guess I should have mentioned that =/
its basically 20 different mineral fields each with a different resource, so I could make it look a little more random :)



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