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Making an ability cost minerals, via modding is preferable, of course.

Creator: Pr0nogo
Time: Jul 7 2012, 8:54 pm

Post #1     Pr0nogo Jul 7 2012, 8:54 pm

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I need to mod the Yamato Cannon to cost minerals. I'm trying to make a sort of 'ammo' system, where the mineral counter acts as the amount of times the player may use the ability. This would allow me to place ammo caches here and there. Any ideas?

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Post #2     Biophysicist Jul 9 2012, 4:47 pm

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Plugin, natch. Do you know C++ and have access to GPTP? If so, do a unit loop and check when unit->mainOrderId is whatever Yamato's order is, which can be looked up in enumerations.h or order.dat. Inside that block, check if the player's minerals are high enough; deduct if they are, and otherwise set unit->mainOrderId to 1 (which is Stop).

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Post #3     Pr0nogo Jul 9 2012, 6:59 pm

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Quote from Biophysicist
Do you know C++

No.

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Post #4     xAngelSpiritx Jul 11 2012, 5:56 pm

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I've asked about this before; see here.

Quote from Biophysicist
Plugin, natch. Do you know C++ and have access to GPTP? If so, do a unit loop and check when unit->mainOrderId is whatever Yamato's order is, which can be looked up in enumerations.h or order.dat. Inside that block, check if the player's minerals are high enough; deduct if they are, and otherwise set unit->mainOrderId to 1 (which is Stop).
Won't that cause the minerals to be deducted for every frame that the order is being executed, instead of just once?

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Post #5     Biophysicist Jul 11 2012, 6:54 pm

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Yah, that's what I ran into and why this isn't done yet. >.>

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Post #6     Pr0nogo Jul 11 2012, 7:52 pm

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Thanks for the service, nonetheless. This is well beyond me.

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