Staredit Network > Forums > SC2 Assistance > Topic: Alternate Command Center: returning resources
Alternate Command Center: returning resources
Aug 7 2010, 12:48 pm
By: IceWendigo  

Aug 7 2010, 12:48 pm IceWendigo Post #1



I would like to create Supply Base (halfway between basic Command Center and Supply Depot)
it would have the Supply Depot actor and behave like a landed command center when out of the ground and like an immobile flying command center when in the ground; meaning that when above ground this supply depot can build SCV, load or unload units, and receive resources(minerals/vespene/terrazine) but when sinking below ground could not unload/load unit, could not build SCV nor receive resources.

If someone has tips it would be welcomed, in particular the attribute that says a structure (or unit) can be a receiving location for SCV/probe/drone getting back with minerals and vespene. I have not found where this parameter is set.

thanks :)



None.

Aug 7 2010, 2:08 pm Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

for the correct placement when building it:
-you need to modify "CUnit_PlacementFootprint" to "Footprint5x5DropOff"

for the ability to get the worker's minerals:
-edit "CUnit_ResourceDropOff" to "(1|1|1|1)"
-in the long form it should be called "behavior - ressource drop off" or something like that




Aug 7 2010, 5:57 pm Temp Post #3



You don't need the 5x5 footprint if it is for a supply depot, keep the supply depot footprint. The supply depot does a morph to lower into the ground, (switches unit) so apply the right abilities/behaviours to the right unit.



None.

Aug 9 2010, 2:33 pm IceWendigo Post #4



thanks I will give these a try :)



None.

Aug 9 2010, 2:54 pm Ahli Post #5

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Temp
You don't need the 5x5 footprint if it is for a supply depot, keep the supply depot footprint. The supply depot does a morph to lower into the ground, (switches unit) so apply the right abilities/behaviours to the right unit.
I guess that was used for the correct placement. Else you will be able to create 0 clutter (building the depot directly next to the mineral field).




Aug 9 2010, 5:04 pm Temp Post #6



I would suggest duplicating the supply depot footprint so and changing the placement check so that near resources is invalid then.



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[03:35 pm]
Symmetry -- though mine's probably worse
[03:35 pm]
Symmetry -- That certainly sounds similar to what I've made
[06:28 am]
Ultraviolet -- sounds like Bound & Defend
[07:43 pm]
Symmetry -- If you take the reins you damn well be ready to ride
[2026-5-23. : 2:46 pm]
NudeRaider -- you wish
[2026-5-23. : 12:43 am]
IskatuMesk -- Ah, so Reindeer Breeding 3: BDSM edition.
[2026-5-22. : 12:45 am]
Moose -- tbh
[2026-5-20. : 8:27 pm]
Symmetry -- It's a bound map where you cross obstacles to earn units to defend your base
[2026-5-20. : 8:16 pm]
Symmetry -- No, the world isn't ready for that
[2026-5-20. : 5:11 pm]
Zoan -- Reindeer Breeding 3?
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