(Short version: How do I make a gold mine, for example, give lumber instead while also having another gold mine unit-type that actually gives gold?)
Hi! I've been trying for a while to make 3 different resources, which are all mined at a "gold" mine, (meaning they have different models and names but function like a gold mine - a worker goes on, the worker comes out, the worker turns in the resource at base, repeat) Obviously I'm using "Food" to display one of the resources.
Here's where the problem starts. I was thinking of finding some way to detect which type of mine the unit went into, putting them in a unit group called Gathering_[Resource type here] and then when a unit turns in resources, it'll detect which group they're in and give the player the appropriate resource type using triggers. However, I can't seem to find any way to detect when a unit actually enters a gold mine. There's an "order" string for "harvest" but that only goes off when they turn in the resource and return (or if they are given the order to harvest directly using the "Gather" interface button.)
Basically I want to have 3 gold mine 'types' (Sawmill, Quarry, Mine) that each function like a Gold Mine, but each also gives a different resource type.
(Bonus points if there's a way to have a unique worker type for each building that can only gather from that type of building/resource, as it would be useful for a future map idea, but it's not my primary concern right now...)
Hi! I've been trying for a while to make 3 different resources, which are all mined at a "gold" mine, (meaning they have different models and names but function like a gold mine - a worker goes on, the worker comes out, the worker turns in the resource at base, repeat) Obviously I'm using "Food" to display one of the resources.
Here's where the problem starts. I was thinking of finding some way to detect which type of mine the unit went into, putting them in a unit group called Gathering_[Resource type here] and then when a unit turns in resources, it'll detect which group they're in and give the player the appropriate resource type using triggers. However, I can't seem to find any way to detect when a unit actually enters a gold mine. There's an "order" string for "harvest" but that only goes off when they turn in the resource and return (or if they are given the order to harvest directly using the "Gather" interface button.)
Basically I want to have 3 gold mine 'types' (Sawmill, Quarry, Mine) that each function like a Gold Mine, but each also gives a different resource type.
(Bonus points if there's a way to have a unique worker type for each building that can only gather from that type of building/resource, as it would be useful for a future map idea, but it's not my primary concern right now...)