Staredit Network > Forums > SC2 Assistance > Topic: Minerals next to starting location
Minerals next to starting location
Aug 5 2010, 7:59 pm
By: psilous  

Aug 5 2010, 7:59 pm psilous Post #1



Hey.. I've been looking for a tutorial on how to do this practically all afternoon.


I'm at the very last moments of making a Micro Fastest but I can't discover how to place the minerals to where they are pressed against the starting zones at the beginning of the map.

Can anyone help me with this?
(I literally just signed up to ask this, because I can't find answers in the previous threads to this forum either - o///o lol)



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Aug 5 2010, 8:33 pm Undead-Fox Post #2



For SC1 you need a special editor like SC X-tra or SCMDraft2 and you can simply place them.
For SC2, hold down I think shift while placing a unit and you can place it wherever you please, whether it overlaps another unit or goes against standard rules of placement.



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Aug 6 2010, 4:31 am psilous Post #3



Thanks for the assistance.. however, that didn't actually achieve desired results.


I wanted it to play out as.. the mineral field is pressed right up against the Command Center, however when I used the holding shift method (on bother mineral and starting zone) the engine still reverts to default and spaces the starting area away from the minerals accordingly.


I know this is possible.. because I've seen it in a map called 'Fastest Possible Green' on StarCraft 2 made by some guy named 'wolf'.



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Aug 6 2010, 9:49 am Undead-Fox Post #4



I see.
Well, turning off placement collision works for pre-placed units.
But the Fastest Maps are custom maps, because the mineral field is actually changed.

In the Data editor, find the mineral field, and on the right with Table view turned on, look for CUnit_Footprint, and change it to FootprintDoodad2x1.

Oh, and the vespene geysers edited footprint is Footprint3x3.
But I warn you, stacked minerals in SC2 are known to cause lag.

Post has been edited 2 time(s), last time on Aug 6 2010, 9:56 am by Undead-Fox.



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Aug 6 2010, 11:40 am Devourer Post #5

Hello

Rather the geysers are causing lag, undead. 15 Geysers at the same time caused some horrible lag for my 2x3200 AMD processor and 9800 GT NVidia card. (among with stacked minerals, but when we removed some geysers the lag reduced strongly)



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Aug 6 2010, 12:15 pm Undead-Fox Post #6



Stacked minerals still do cause lag.
While testing this out for him, I made a stack of the typical 50 (which is what is used in most Fastest Maps) minerals and the start location.
Whereas I'm sure too many vespene geysers will cause similar effects because of the smokes and such from them, any large amount of any unit with a passive animation on it all on screen at one time will cause lag. (Minerals have a shimmer, which, multiplied by however many you have stacked, adds up to a considerable amount of constant animations all on screen at once)
But I am sure that the culprit of most of the lag is the geysers, because of the effects of the smoke and such coming out of them, but he wasn't necessarily asking about geysers, just how to stack minerals.
And I have an AMD 965 Black with a 9800 GT 1GB :P

ADD: Just tested, 15 geysers have no effect on my computer. The typical 50 stacked minerals, however, will lag amazingly.

Post has been edited 2 time(s), last time on Aug 6 2010, 12:25 pm by Undead-Fox.



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Aug 6 2010, 1:14 pm psilous Post #7



I've actually found a rather help tutorial on that problem yesterday (forget where though.)

About instead of stacking minerals on top of each other.. just making a proxy mineral out of a copy of a vespiene geiser that you can harvest minerals from without building on... then clicking the 'HarvestFlagBypassResourceQueue' under the harvest abilities properties (in data list) for your scv's/probes/drones/whatever your having as a harvester.

Which apparently allows for mour than one of that unit to mine the same mineral patch, then you only have to put 1 proxy down instead of stacking.


----

However, I still don't understand what they did in fastest green to get the minerals touching the command center at spawn..

..is there some way for me to decompile maps that I download from the battle.net servers?



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Aug 6 2010, 1:16 pm Undead-Fox Post #8



I just explained how they did it in the Fastest Green... that's what I was comparing it with. But yes, there are flags and settings you can set to make minerals mineable from more than one worker.



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Aug 6 2010, 1:29 pm psilous Post #9



oh.. heh.. so you have.. sorry, wasnt paying attention well enough



THANK YOU VERY MUCH~!



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Aug 6 2010, 3:33 pm Vi3t-X Post #10



Covert legacy map. :P



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