Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] MOVING minerals fields dynamically?
[SOLVED] MOVING minerals fields dynamically?
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Oct 23 2011, 8:24 am
By: Oh_Man  

Oct 23 2011, 8:24 am Oh_Man Post #1

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Is it possible to move mineral fields dynamically, or only create them?

I can't get mine to work.




Oct 23 2011, 9:54 am Lanthanide Post #2



Don't know for sure but I would say probably not.

Try using Move on the specific unit, eg Mineral Field 1 or whatever. Also I think create triggers will fail if the location is within 3 tiles of a CC, so the Move might also fail if it's attempting to move to an invalid position?



None.

Oct 23 2011, 3:12 pm Oh_Man Post #3

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I'm just doing this on a test map. I can create them fine enough. Moving does not appear to work. Which is a shame, I would really have liked a more dynamic mineral field creation.

Now I have to use a static location to create them, so as to ensure I do not get the unit unplaceable error.




Oct 23 2011, 3:42 pm 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

You could move a large unit, say an ultralisk or even missile turret there to check if the location is placeable, and if it is remove the ultra and create the mineral patch there.




Oct 23 2011, 8:54 pm Lanthanide Post #5



Missile turret would be best, as it's the smallest placable building. Or you could use the Mature Crysalis if you're already using the missile turret for other purposes and it'd be tricky to re-use it.

Mineral chunks are 2x1 while missile turret is 2x2. Ultralisks are ground units and so can walk on terrain that is unplacable (by triggers) for buildings/mineral fields. Due to the size difference between missile turrets and mineral fields you'd have to do some jiggery-pokery if you wanted to pack the mineral fields in really tight.



None.

Oct 24 2011, 7:26 am Sacrieur Post #6

Still Napping

You guys are misunderstanding. He's trying to use Move Unit on the Mineral Field unit, and it isn't working.

Are the mineral fields owned by player 12? That would cause issues.

I can't remember specifically about mineral fields being unable to be moved, I have an inkling that they can be though.



None.

Oct 24 2011, 7:57 am Lanthanide Post #7



I don't think we misunderstood anything. I certainly didn't, anyway.

Units being owned by player 12 doesn't cause any issues for Move trigger actions anyway.



None.

Oct 24 2011, 11:09 pm Tempz Post #8



you can constantly remove and create mineral fields that can make them seem like their moving. of course you should place a ultra to make sure there are no units in the way.



None.

Oct 25 2011, 5:19 am Oh_Man Post #9

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Yes Nude smart idea!! I will use that. I just need to ensure there is no possibility of that unplaceable error occurring. If your method can do that then I get to take my cake and eat it too!

EDIT: @Sac - creating Mineral Fields for P12 doesn't work. I am using P4 right now.

Post has been edited 1 time(s), last time on Oct 25 2011, 5:37 am by Oh_Man.




Oct 25 2011, 6:10 am Oh_Man Post #10

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UPDATE:

OK, so the creating Missle Turrent method is nearly perfect, except it gives the unit unplaceable error when it tries to create a mineral field near a burrowed unit. My burrowed units are mostly for dynamic monster spawning.

I am just putting some CONDITIONS that stop it from attempting to create mineral fields while near burrowed units, and this should now work perfectly.

Thanks!!!


EDIT: ALL PLAYERS seems to be only thing that detects it in CONDITION.

Post has been edited 1 time(s), last time on Oct 25 2011, 10:04 am by Oh_Man.




Oct 25 2011, 3:46 pm NudeRaider Post #11

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

Quote from Oh_Man
EDIT: ALL PLAYERS seems to be only thing that detects it in CONDITION.
IIRC mineral patches are always P12 when created ingame. Have you tried P12?




Oct 25 2011, 5:05 pm Oh_Man Post #12

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Quote from NudeRaider
Quote from Oh_Man
EDIT: ALL PLAYERS seems to be only thing that detects it in CONDITION.
IIRC mineral patches are always P12 when created ingame. Have you tried P12?
Ah OK. Interesting, it doesn't let you create a mineral field owned by neutral. But it creates it as neutral if you pick any other player??

But yeh, mine is working perfectly now thanks all can now be locked.




Oct 25 2011, 8:41 pm Sacrieur Post #13

Still Napping

Yeah looks like I misunderstood.



None.

Oct 25 2011, 8:52 pm Lanthanide Post #14



Quote from Oh_Man
Ah OK. Interesting, it doesn't let you create a mineral field owned by neutral. But it creates it as neutral if you pick any other player??
You can't create units for P9-12 using triggers, but these players are part of the All Players and so can (generally) be detected in All Players conditions. If you Create a unit for All Players, you will get 1 copy of that unit for P1-8, but not P9-12. I believe that shows us why we can't create units for P9-12: instead of simply restricting Create trigger to only take action for P1-8 when using All Players, Blizzard just prevented units being created for P9-12 full stop.

Mineral fields in Staredit can only be placed for Neutral and there's no indication that they have a real player owner, although we know that they do that that it is P12. In Scmdraft we can pre-place mineral fields for P1-12. When you create a mineral field using triggers for P1-8, SC will automatically convert it to P12 for us.



None.

Oct 26 2011, 5:49 am Oh_Man Post #15

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Very informative, thanks.




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