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 27 2009, 1:15 am Pyro682 Post #21



My Solution works without the minerals being snapped to tile??? Why is yours better?



None.

Feb 27 2009, 1:21 am ForTheSwarm Post #22



Maybe because your solution is impossible? You can't disable gathering without modding (or maybe 1.10 EUDs).



None.

Feb 27 2009, 1:38 am Keirebu Post #23



Quote from ForTheSwarm
Maybe because your solution is impossible? You can't disable gathering without modding (or maybe 1.10 EUDs).
You DO know he had more than one suggestion right? o.o



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Feb 27 2009, 1:47 am Falkoner Post #24



Quote
My Solution works without the minerals being snapped to tile??? Why is yours better?

Because your method makes a flickering effect on the minerals, and they are unselectable, which is kinda weird.



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Feb 27 2009, 1:59 am Pyro682 Post #25



Every few seconds or so...


-----Edit
I meant with waits, Falk

Post has been edited 1 time(s), last time on Feb 27 2009, 8:28 pm by Pyro682.



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Feb 27 2009, 2:28 am Falkoner Post #26



Actually, no, it flickers excessively, if constantly removed and created with triggers, of course, you can use a bit of a delay in between if you want to reduce that.

I can't seem to get the terrain elevation to work, I remember it being an issue on someone's melee map, but I can't seem to reproduce the effect, and the sprite method simply has a mineral field with 0 minerals, so from what I can tell, the removal and recreation method seems to be the only working one.



None.

Feb 27 2009, 6:05 am NudeRaider Post #27

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

Just to make that sure, giving does not stop the scv from mining?
Because if it would, the best solution would be constantly (or maybe only when scv is near) cycling the minerals between players. Add Pyro's delay and the only problem left is a deselect every 2 seconds.

Otherwise my favorite is the sprite method where you prevent walking through with either terrain or dts
or, if you want it selectable, the "invisible forcefield" where your scv gets pushed back via trigger when it tries to mine. Order + Grid ftw. ;)




Feb 27 2009, 6:58 am Wormer Post #28



Quote from NudeRaider
Just to make that sure, giving does not stop the scv from mining?
Because if it would, the best solution would be constantly (or maybe only when scv is near) cycling the minerals between players. Add Pyro's delay and the only problem left is a deselect every 2 seconds.
Yup Nude :( You cant give minerals, I've made a map to test this. I've tried different variations from give all units for all players to give specific mineral fields for specific players, also I've tried making them invincible and constantly changing resource amount.



Some.

Feb 27 2009, 8:27 pm Pyro682 Post #29



Why not put a sprite right on-top of the mineral spot? Then you could easily take care of the flicker, the person can Select (with a minor de-selection) the minerals!



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Feb 27 2009, 8:57 pm rockz Post #30

ᴄʜᴇᴇsᴇ ɪᴛ!

sprites don't have shadows. I like my 0 min idea.



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

Feb 27 2009, 10:14 pm Falkoner Post #31



I tried doing the sprite method, it didn't seem to work for me, are you guys sure it works?



None.

Mar 1 2009, 9:50 am poison_us Post #32

Back* from the grave

You could also be a dick and put unwalkable terrain down and move the minerals behind it by am "ultra fine" gridspace [aka 4 [i think] pixels]. If you really wanted to tick someone off, move it back just out of the SCV's range. [I dunno if that's 4, 3, or 2, but I really doubt 1 will work.] This way, the minerals are still selectable yet unmineable.

@ Falk: Are you sure the sprite is a "pure" sprite? Unit sprites act as if they were really units anyways.





Mar 1 2009, 10:21 am killer_sss Post #33



well ive tried the sprite idea and it doesnt work the way id like it. i can get the desired 200minerals look in the editor for the sprite but it doesn't show up ingame.

im thinking the remove and place again even with the flicker would be nice. ive been able to remove minerals once and replace once but it doesn't seem to do it multiple times even with my preserve trigger.

trigger looks like this.

applies to
-all players
conditions
-always
actions
-remove 1 mineral type three at anywhere for player 12
-create 1 mineral type three at anywhere with properties invincible and 200minerals for player 12
-preserve trigger

Post has been edited 1 time(s), last time on Mar 1 2009, 10:57 am by killer_sss.



None.

Mar 1 2009, 2:12 pm NudeRaider Post #34

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

You can't create units for P9-12. If possible create them for one of P1-8 and then give them to P12.




Mar 2 2009, 1:55 am killer_sss Post #35



Quote from NudeRaider
You can't create units for P9-12. If possible create them for one of P1-8 and then give them to P12.

hmm well idk whats going on now. ive removed and tried to creat for players 1-8 like u said but it wont let me create. it keeps saying unplaceable unit at (x,y) ive got them over mud and dirt so i don't understand why it cannot place.

ok well ive made a lil progress. ive got the pos of crap to create give to player 12 remove ect. heres my problems

1. it says cannot create at coord (x,y) even though it does create. even if increase the wait milleseconds.

2. it doesnt affect all minerals. it only affects one of them. and if i remove the wait it creates and removes twice for each mineral stack in that order. doesnt jump all over even with my hyper triggers.

heres my trigger
for players - all players
conditions - current player brings at least 1 mineral type 1 to newhere.
actions - center location 0 on mineral field type one owned by player 12 at newhere.
-kill all mineral field type 1 at location 0
-wait 1 millesecond
-create 1 mineral field type 1 for player 8 at location 0 apply properties 200minerals
-give 1 mineral field type 1 owned by player 8 at location 0 to player 12
-preserve trigger

Post has been edited 1 time(s), last time on Mar 2 2009, 3:29 am by killer_sss.



None.

Mar 2 2009, 3:59 am NudeRaider Post #36

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

1.
The thing is you have the trigger owned by all players.

This is what happens in short:

P1: detects min block -> kill -> wait
P2: detects (dying) min block -> kill (again) -> wait
P1: continue trigger (from wait): create min
P2: continue trigger (from wait): create min -> already exists -> error

2 ways to fix that:
- remove instead of kill (updates instantly)
- give the trigger to a single player.

also you detect mineral blocks for current player? Should be P12. I wonder why the trigger runs at all.


2.
If you just center on a mineral block at anywhere then you will be centering always on the same. You need some sort of cycling system:
Condition: If P12 brings at least 1 min block to anywhere
Actions: Remove, recreate, give to P11
Basically this removes P12 mins 1 by 1 and recreates them for P11.
Make another trigger that gives all P11 mins to P12 when P12 has no min blocks left. Then start the process over.




Mar 2 2009, 8:07 am killer_sss Post #37



Well thnx for the help. I have done it. Minerals are behind a doodad. Once ingame you cant create units for player 12 can only give. Also along those same lines noone but player 12 can own minerals unless they were created ahead of time in the map editor. The Second i made minerals for another player they were given to player12. Therefore i was always centerin on the same stupid stack of minerals. So i changed the mineral types by removing the intial type and making another. Each time there was zero of one mineral type left i flipped a switch and started creating minerals of that type. It looks very nice. My doodads are perfect thnx for the help. Maybe eventually ill cycle through all 3 types of minerals for an even betetr effect.



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