Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Help with keeping players from mining
Help with keeping players from mining
Feb 25 2009, 10:41 pm
By: killer_sss  

Feb 25 2009, 10:41 pm killer_sss Post #1



ok is there a way to remove a players mineral if he mines it b4 he can return to his base or better yet can i remove the mine function all together?

i want minerals to help with my terrain im working on some specialized doodads so to speak. they look neat and i have a way to keep them from being mined out. i just dont want players to be able to profit from this as i plan use a different cash system. i also don't want some idiot walking arround with a mineral in hand not able to pick up other stuff that may be needed. this would also help me remove items too from things i can detect.



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Feb 25 2009, 10:49 pm Falkoner Post #2



I don't think you can actually remove the minerals from their hands, however, you can just remove the SCV and place a new one for the player, if that works for you.



None.

Feb 25 2009, 10:53 pm Biophysicist Post #3



Place the minerals as pure sprites and put unwalkable terrain under them. You'll need SCMDraft, it's in the database.



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Feb 25 2009, 11:01 pm Toothfariy Post #4



the sprites thing would defintaly work

however in a map i was workin on a while back, i ran into the problem that i accidentally gave the minerals to a computer player, and i had to keep telling the guys to mine from them to actually get anything. (like constantaly have to manually tell them to mine from a mineral patch).

idk if that would suit you better or not



None.

Feb 25 2009, 11:01 pm Keirebu Post #5



What I would do, Is make locations around the Mineral Fields, And put it so, whenever they bring a scv to the mineral's, the scv gets teleported back like 5ft from the minerals :O?

Edit: Listen to Above XD.

You could also set it up, to detect if the scv is carrying objects, Is have a location follow the scv, and when the scv picks up a item, you could make a trigger like,

Condition -
Current player Bring 1 scv to Blahscv
Current Player brings W/e Object(The player for this must be who owns the object) to BlahScv
Other Condition

Action -
Action
Action
Remove W/e Object at BlahScv.

That should allow you too, One Detect if the scv is carrying an object, You can edit it, so the scv can bring objects to certain area's, You can remove the object from the scv, while still keeping the scv.

Post has been edited 1 time(s), last time on Feb 25 2009, 11:11 pm by Keirebu.



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Feb 25 2009, 11:04 pm killer_sss Post #6



um ok well its going on a specific terrain the mud terrain from the jungle tile set. is there any unwalkable i can place for mud cause im realitively new to mapping. i mean i know the basics really well ive screwed arround with plenty of maps but ive never actually made one. and i do have scm draft 2 beta

also not particularly fond of moving a unit. the removing part might work and replacing with a fresh opened hand worker if i cant find a better way.



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Feb 25 2009, 11:11 pm Toothfariy Post #7



u can place any type of unwalkable terrain underneath it, as long as the mineral covers it up so that it cannot be seen (for apperances sake)

so u could put water, null or any other kind of unwalkable tile



None.

Feb 25 2009, 11:16 pm killer_sss Post #8



Quote from Toothfariy
u can place any type of unwalkable terrain underneath it, as long as the mineral covers it up so that it cannot be seen (for apperances sake)

so u could put water, null or any other kind of unwalkable tile

my problem is since im looking for a desired look after playing arround with it, ive decided that a mineral field of regular size doesnt quite fit the bill i like the shape of mineral types 1 and 3 with less than 200 minerals. since its smaller the minerals dont quite cover the unwalkable terrain.
am i left with only removing the scv?



None.

Feb 25 2009, 11:25 pm Keirebu Post #9



I posted above how you could remove the Mineral chunks, And or other items from the scv, without actually destroying, or Replacing the scv. Butthey can still mine, But the mineral's will be removed from there hands, And to make sure they dont just mine out the fields, you can set a trigger to always make em 200 or w/e you want :O.

Edit: Just remembered, You have to get the triggers to work for p12, There is something somewhere on here, that talks about that, But for every other object, its that simple xD.

Post has been edited 2 time(s), last time on Feb 25 2009, 11:39 pm by Keirebu.



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Feb 25 2009, 11:31 pm killer_sss Post #10



this works for say even if player 12 owns objet but player 1 carries it. im realitively new when it comes to trigger specifics. i know how to do some basic stuff. i figured it didnt apply because player 12 owned the minerals.



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Feb 25 2009, 11:33 pm Toothfariy Post #11



like i said, experiement with giving the minerals to a hostle computer player

im pretty sure they dont mine them automatically unless they're owned by player 12

however if you want to get fancy with it, try cycling ownership around to confuse the SCV's even more



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Feb 26 2009, 2:25 am rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

I couldn't give them to another player. I believe you can only preplace minerals owned by p1-11. Why don't you just use 0 mineral stacks, then remake the mineral when there's no mineral there anymore? You'd need hyper triggers to get it to work.

Alternatively, you could always make/remove them, though that has a nasty flickering effect.



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

Feb 26 2009, 2:32 am Madroc Post #13



You could make a mineral sprite and have Dark Templars owned by a neutral player underneath it.




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Feb 26 2009, 4:13 am Falkoner Post #14



If the terrain elevation under the minerals is different than the ground the peons are standing on they can't mine.



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Feb 26 2009, 4:16 am Keirebu Post #15



Quote from Falkoner
If the terrain elevation under the minerals is different than the ground the peons are standing on they can't mine.
So what do you mean by this? How would you raise/Lower square terrain? lol Or using like high ground, on low ground under the minerals? :O?



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Feb 26 2009, 4:25 am killer_sss Post #16



well all sounds great i think ill prolly use dts owned by a neutral player as i will have plenty. if i dont like that i may just remove any minerals they mine through triggers and replenish the mineral stack.

the terrain idea sounds great but its mudd terrain and theres no higher elevation of that and since i desire the picture of few minerals ne other higher terrain is not completly covered. thnx for the help guys i got my ideas and what to do i believe.

i consider problem solved and hopefully this will close the thread.



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Feb 26 2009, 4:27 am Falkoner Post #17



Quote
So what do you mean by this? How would you raise/Lower square terrain? lol Or using like high ground, on low ground under the minerals? :O ?

Yeah, you'd have like high dirt under the minerals and low dirt around it, you could even use extended terrain to blend it well:


I coulda blended the sides better, but that's just an example.



None.

Feb 26 2009, 10:06 pm Pyro682 Post #18



I suggest that you have a trigger that either Removes/creates it every 2 seconds or so, to stop the workers from mining.
There won't be blurs, and theres no terrain mess, and the players will not notice them going.
If they try to Mine, the SCVs will stop, and they will be penalized with a minor time penalty of 2 seconds, wasting their time on mining minerals.


----Side suggestion----
Can't StarForge remove the Gathering ability? Like, disable it as if it were a tech?
I could be wrong, because I use SCMDraft, not starforge... but it's an idea?



None.

Feb 26 2009, 10:56 pm rockz Post #19

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Pyro682
I suggest that you have a trigger that either Removes/creates it every 2 seconds or so, to stop the workers from mining.
There won't be blurs, and theres no terrain mess, and the players will not notice them going.
If they try to Mine, the SCVs will stop, and they will be penalized with a minor time penalty of 2 seconds, wasting their time on mining minerals.
Quote from name:Zachary Taylor
Alternatively, you could always make/remove them, though that has a nasty flickering effect.
try it. You'll notice. Speaking of which, This leads me to the theory that units created are not actually made until the frame AFTER the trigger runs, so with hyper triggers which fire every other frame, you get the flickering. Perhaps you could do some sort of dual mineral thing to avoid the flickering. Either way it's too difficult to bother.
Quote from Pyro682
----Side suggestion----
Can't StarForge remove the Gathering ability? Like, disable it as if it were a tech?
I could be wrong, because I use SCMDraft, not starforge... but it's an idea?
no



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

Feb 27 2009, 1:12 am Dungeon-Master Post #20



Quote from Pyro682
----Side suggestion----
Can't StarForge remove the Gathering ability? Like, disable it as if it were a tech?
I could be wrong, because I use SCMDraft, not starforge... but it's an idea?
Only modding programs can be used to change units ability... Nobody will ever be able to do this using a mapping program.

I think using the minerals sprite is the best solution, just use unwalkable terrain under it, take a tile that goes from high cliff to normal ground (if the mineral patch is on the normal ground) units won't be able to walk on the lower part, but they will not see any blocky tile.

Edit: This will work only if the mineral fields are snapped to the tile.



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