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Starting Hall Distance from Goldmine

01-26-2004, 04:10 PM#1
volatile
I'm getting this issue that for the life of me I can't resolve! I set that starting location exactly where it should be so I see the transparent Hall or whatever (tree etc...) But when the game starts, it's magically MOVED FURTHER AWAY! It's like twice the distance. I don't get it! If someone could explain this to me that would be helpful thx. :P
01-26-2004, 04:30 PM#2
Shark
i never really had that problem before, as it never occured to me to place townhalls so close to the goldmine....anywayz, these are propositions on "how to fix the problem"

1) try poking around in Game Constants, maybe u'll find the "min. distance from goldmine" field, or something like that
2)try looking at "mine gold, return gold, harvest" and all gold-related abilities and their ranges...
3)inspect the Gold Mine unit closely and all of its stats/abilities etc...
4)well...i'd be tring to figure out a new way to do "the thing u need" by now, but u can try inspecting the townhalls, and try poking around the gold mine a bit more...
5)cry for help, and pray that someone has found a way to deal with the problem....

that's about it :)
hope it helps....
01-26-2004, 05:15 PM#3
volatile
OK, you run into this problem when you have ANY start locations placed away from a gold mine. For instance, I had 6 start locations placed perfectly next to gold mines and 2 of them in the middle of nowhere, this caused all the initial starting units to be placed awkwardly next to their respective gold mines.

How to fix this problem? If you don't want starting locations to be next to gold mines (for some odd reason). You must place them and then delete them. I used a trigger on map initialization that went like this.

Events
Map initialization

Conditions

Actions
Do nothing
Melee Game - Create starting units (for all players)
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Enforce victory/defeat conditions (for all players)
Set UNITGROUP1 = (Units in (Playable map area) owned by Player 2 (Blue))
Set UNITGROUP2 = (Units in (Playable map area) owned by Player 8 (Pink))
Unit Group - Pick every unit in UNITGROUP1 and do (Actions)
Loop - Actions
Unit - Hide (Picked unit)
Unit - Kill (Picked unit)
Unit Group - Pick every unit in UNITGROUP2 and do (Actions)
Loop - Actions
Unit - Hide (Picked unit)
Unit - Kill (Picked unit)
01-26-2004, 05:19 PM#4
AllPainful
If thats the problem volatile, why not put a gold mine next to the start locations of the players you don't want to have a gold mine by, and then remove those goldmines in the init trigger?

although your way works too.....