Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: This is probably extremely noob of me..
This is probably extremely noob of me..
Sep 7 2008, 3:49 am
By: Aux  

Sep 7 2008, 3:49 am Aux Post #1



How do I make it cost gas instead of minerals hehe..



None.

Sep 7 2008, 3:53 am Falkoner Post #2



Repair price and repair speed is based off of build time and build price, so change the cost to only gas, and it costs only gas to repair.



None.

Sep 7 2008, 3:54 am Aux Post #3



Ok so if it's a siege tank, make the cost of the siege tank x gas with x build time?



None.

Sep 7 2008, 4:00 am NudeRaider Post #4

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

Yes.

But keep in mind repair cost is only a percentage of the build cost.
I don't know how much actually, but something around 25-50%.




Sep 7 2008, 4:02 am Aux Post #5



So like if it cost 5 gas to build, it would repair for 1 gas?



None.

Sep 7 2008, 4:05 am NudeRaider Post #6

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

something like that - duh




Sep 7 2008, 4:22 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

I tried testing once, I forgot what the amount was, but how fast you repair is based on the time to build, and the amount is based on the base cost.

That's why heroes have gas/mineral/time costs.



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

Sep 7 2008, 4:28 am Ultraviolet Post #8

We do a little trolling

According to the test I just did, it requires 1/3 as many minerals/gas to repair as it does to build. Example: Something costs 1000 minerals, it will cost 333 minerals to repair from 1 hp to full.



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[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
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