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Undying Gold Mine

12-30-2007, 08:11 AM#1
jonadrian619
This is for my map, I'll need testers here soon as well.

How can a gold mine survive or not die when it's gold reaches 0?
12-30-2007, 08:41 AM#2
zen87
detect the moment that the goldmine died, and create a new dummy goldmine?
12-30-2007, 09:11 AM#3
jonadrian619
Quote:
detect the moment that the goldmine died, and create a new dummy goldmine?

That could work, but my map's plans was to make the goldmine useless until filled w/ gold using triggers.
With the suggestion you gave, I could replace the goldmine with a dummy goldmine, yep, but that unit contains no gold. After a few seconds it is replaced with a goldmine containing gold for players to gather. It's basicaly a 1-minute penalty when you've depleted the mine or never put gold into it earlier.
Thanks !! +rep
12-31-2007, 06:51 PM#4
Earth-Fury
you could always run a periodic trigger to increase the gold amount to a large number. unless you can harvest insane amounts of gold within the period, the mines would be bottomless.
01-04-2008, 06:34 PM#6
TaintedReality
Wow. Need_O2, you don't have to post in every single thread, when in 80% of them you said absolutely nothing - you either just restated something that had already been said, or made a completely pointless comment. Not sure if you're trying to pad your post count (why?) or if you just got a bit carried away...

I'm not a mod or anything, but come on ><. All within about a 1 hour period earlier today:

Quote:
Originally Posted by Need_O2
LoL What the
just set gold ammount to a custom value over time of every gold mines

Quote:
Originally Posted by Need_O2
that helped me too

Quote:
Originally Posted by Need_O2
lol noobs (ban me for saying this)

sobi mask with negative regen

Quote:
Originally Posted by Need_O2
hmm may be they dont get altarnate tag in initialization
so you may need to create them after game started :/
weird
(or just add altarnate tag with a trigger)

(mountain king with avatar tag in object editor appears normal mountain king)

Quote:
Originally Posted by Need_O2
this solution sucks
use grim001 damage detection system to detect meele damage
and make a custom critical strike with it

wait Vexorian has a post like that here already

FLOOD3d then :P

Quote:
Originally Posted by Need_O2
you may try loading screen creator of war3 model editor

Quote:
Originally Posted by Need_O2
as he said

(pwnt btw)

Quote:
Originally Posted by Need_O2
just find the icon model
export make smaller with war3 model editor
and import

Quote:
Originally Posted by Need_O2
SetUnitFacingTimed doesnt do that ???
:(

Quote:
Originally Posted by Need_O2
GUI takes much time

Quote:
Originally Posted by Need_O2
why dont you guyz just not use vJass

Q: why you idiot keep flooding and spamming
A: Storing handles in gamecache has serius problems. Storing variables in structs is easier, faster and guarantie. No one should use handlevars.

Helping someone with his handlevars trigger isnt helping.
We should redirect everyone to make them use Jass NewGen Pack

Quote:
Originally Posted by Need_O2
why should they :/

Quote:
Originally Posted by Need_O2
improvement of JASS
that allows you to use structs (awsome for timers) + methods (lets make our job easier) + libraries (not declared yet ? lets declare in init) + globals declared inside triggers (I love this one) + privates (cant a scope can his private functions ???) + more things

I can give BASIC vJASS lessons (like using timers etc) in my free time (always). or you can download my spell pack (^^) and investigate it some

uh wait dont download it before version 1.1 (a little sucks for now)

Quote:
Originally Posted by Need_O2
try pausing the unit after starting timer
(dont ask why)

cool one BJ + one leakset angle = AngleBetweenPoints(target, GetUnitLoc(data.boomerangcaster))

I couldnt see a problem about "This spell does nothing. Nothing happens when I cast it"

horray for grim001's data system

Quote:
Originally Posted by Need_O2
Oh okay sorry for spamming please forgive me...

(who is that noob that thinks he is hero, lord, admin or something ?)

Quote:
Originally Posted by Need_O2
try removing the Location Z factor

Quote:
Originally Posted by Need_O2
What do you want me to say...

There are just too many people that tries to make advanced things like basic GUI. This is just too much annoying...
(I cant make physics engine, dont know how to make 3d vectors bounce)

And this post is too long
Why not people just only tell what they want

Quote:
Originally Posted by Need_O2
//! is a comment right ? and wont ruin my trigger :P

(dont ban me, wait no no ban me fast as you can)

ah just reviving the thread
01-09-2008, 05:03 AM#8
Gorman
there are plenty of ways to make it last for ever, (gold never runs out), i hav idea tho, depending on how much ur worker type units mine. Ill show below:

Trigger:
Into Mine
Collapse Events
Unit - A unit leaves Region 000 <gen>
Collapse Conditions
(Resource quantity contained in Gold Mine 0000 <gen>) Equal to 10
Collapse Actions
Unit - Move (Triggering unit) instantly to (Position of Gold Mine 0000 <gen>)
Unit - Pause Gold Mine 0000 <gen>
Neutral Building - Set Gold Mine 0000 <gen> to 0 gold
Trigger - Turn off Stop From Dieing <gen>
Trigger - Turn off (This trigger)
Then when you want to add more gold just unpause the unit, (after adding more gold)
However one unit randomly disapears when it works, thats the only thing that needs fixing, the rest is fine


These are for never ending mine:
Hidden information:
Trigger:
Set
Collapse Events
Map initialization
Conditions
Collapse Actions
Set GoldMine = Gold Mine 0000 <gen>
Set MaxGold = 10000
Trigger:
Constant
Collapse Events
Time - Every 0.10 seconds of game time
Conditions
Collapse Actions
Set GoldInMine = (Real((Resource quantity contained in GoldMine)))
Trigger:
Gold Regen
Collapse Events
Game - GoldInMine becomes Less than 10000.00
Conditions
Collapse Actions
Set Gold = (MaxGold - (Resource quantity contained in GoldMine))
Neutral Building - Add Gold gold to GoldMine

Simple and easy.

Another way is:
Hidden information:
Trigger:
Add to Group
Collapse Events
Unit - A unit comes within 250.00 of Gold Mine 0000 <gen>
Collapse Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
Collapse Actions
Unit Group - Add (Triggering unit) to BeenToMine

Trigger:
Add Gold
Collapse Events
Unit - A unit comes within 250.00 of Town Hall 0001 <gen>
Collapse Conditions
((Triggering unit) is in BeenToMine) Equal to True
Collapse Actions
Set Gold = (MaxGold - (Resource quantity contained in GoldMine))
Neutral Building - Add Gold gold to GoldMine
Unit Group - Remove (Triggering unit) from BeenToMine


apparently u cant just use:

Hidden information:
Trigger:
Gold Deliver
Collapse Events
Unit - A unit Begins casting an ability
Unit - A unit Finishes casting an ability
Unit - A unit Starts the effect of an ability
Collapse Conditions
Collapse Or - Any (Conditions) are true
Collapse Conditions
(Ability being cast) Equal to Return Gold and Lumber
(Ability being cast) Equal to Return Gold
(Ability being cast) Equal to Harvest (Gold and Lumber)
Collapse Actions
Set Gold = (MaxGold - (Resource quantity contained in GoldMine))
Neutral Building - Add Gold gold to GoldMine
07-28-2008, 12:41 PM#9
ToukoAozaki
Try the following:
1. Copy goldmine ability to make a new custom one. (no need to customize)
2. Copy the gold mine in the object editor to make a new custom one.
3. Replace the goldmine ability of custom gold mine to the new one.
4. Create a custom 'Chaos' ability, set the target type to the custom gold mine.
4. Add custom 'Chaos' ability to the original gold mine. That would morph the gold mines into new ones.

I'm not pretty sure how it works with normal gold mines. What I've confirmed is, NE/Undead gold mines behave weird when doing this.
07-29-2008, 01:49 PM#10
Gorman
Date of previous post "01-09-2008, 01:03 PM"
thats what? 6 months ago?

please dont revive old topics.
07-29-2008, 02:25 PM#11
DioD
necroposters attacks!!!

Just set maximum health of gold mine to zero (shift click) and it wont die.