| 07-26-2004, 12:45 AM | #16 |
sorry if you already covered this but... What if you have weapons, shields, and armor. You can't have Weapons classified as permanent, Armor classified as artifact, shields classified as campaign. Is there an alternative to figuring out if the item is a sword, or a shield? |
| 07-26-2004, 12:20 PM | #17 |
me personally? i would set up item arrays... armor () wep () shield () and set the array to how many of each type you have... and at map initialization you set each item of each type. |
| 07-26-2004, 06:13 PM | #18 | |
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Why on earth not? It's the easiest way of doing it (as far as I know), and to the best of my knowledge, the item classification stuff has no effect whatsoever on what happens or is displayed in-game. It's just nicer in the editor, and makes weapons systems a lot easier to make :). |
| 07-26-2004, 09:40 PM | #19 |
It would be a pain in the ass to do, tho. Cuz in my map i need: Weapon -- permanent Armor -- artifact Helm -- campaign Shield -- miscellaneous At least, i need those, so that would be easy. But if there would be another way to do this, I would make also add boots and gloves to give each slot in my inventory a specific item. So i will probably just end up switching the conditions to ItemType and have lots of conditions. EDIT : Would there be a way to detect if the item has a specific ability? Cuz if you can do that you could just give a dummy ability called weapon to all weapons. |
| 07-27-2004, 06:33 PM | #20 | |
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The fact is, having a billion conditions would be so inefficient the computer would try and commit suicide, even if it had twelve tonnes of RAM and a massive processor. You might be able to try "Item Level," rather than item classification. That way, you can have at least nine or ten types of thing you can only have one of... |
| 08-26-2004, 02:29 AM | #21 | |
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Thank you all. So, so, much help has come to me through this thread. -MadBagOfHorses |
| 08-26-2004, 02:50 AM | #22 |
Oh my GOD that is too far into the system, it is quite easy to do it MUCH easier. First, create a trigger with these functions: Events: Unit Aquires Item Conditions: Item class is Artifact Actions: If: Weapon_Player[player number of owner of hero manipulating item] = true Then: Turn off {drop trigger} Make hero drop item Turn on {drop trigger} Game say to player (No more than one item is available for this hero!) Else: Set variable Weapon_Player[player number of owner of hero manipulating item] = true ---- That trigger makes it so it is able to pick up the item if the variable is not true, the turn off and on trigger functions make it so the following drop trigger is not enabled so the whole system isn't fucked to hell. ---- Events: Unit Drops Item Conditions: Item is artifact Actions: Set variable Weapon_Player[player number of owner of hero manipulating item] = false ------------------ Those triggers are the basic version of the first one, but so much easier and less complicated, and it's full proof. |
| 08-26-2004, 06:33 PM | #23 | ||
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This might be a simpler way of doing it, but this will work for only one hero per player. My sytem may be overly complex in places, but it keeps everything organised, and it can be used for any number of heroes... ... Quote:
I keep telling you, it doesn't matter if it's permenant or even power-up! If you're lazy, use "Artefact" as it has only six items by default. |
| 08-30-2004, 12:27 AM | #24 |
Robe... You are forgetting. In my map I don't want the heroes to be able to have only 1 weapon... But then be able to have any number of armors and shields they want. I need this to be three way. You can only have 1 shield, 1 armor, and 1 weapon. Sorry bud but your way blows for this kind of problem. |
| 08-30-2004, 06:35 PM | #25 | |
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Actually, you've not been listening. You can have a sword, shield and armour - just copy the whole lot, and change the "item classification" in each trigger to something different - artefact, permenant and purchasable, say. Then make two extra variables - HeroHasShield and HeroHasArmour, as per the original tutorial, and insert as necessary. |
| 09-17-2004, 07:05 PM | #26 |
Great work! but this could be dont if you don't want to make all weapons as artifacts: change "(Item-class of (Item being manipulated)) Equal to Permanent" to "(Item-type of (Item being manipulated)) Equal to (Name of Item)". Could also be used fo several weapons: "Condition - or (any conditions are true)" -"(Item-type of (Item being manipulated)) Equal to (Name of Item)" |
| 09-17-2004, 08:18 PM | #27 |
Does this tutorial include how to change a units weapon? |
| 09-18-2004, 06:15 PM | #28 | |
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Change a unit's weapon in what way? If you mean the weapon model that the unit model holds, then you can go and find Oinkerwinkle's MDL tools to allow you to remove the weapon, and then use special effects with the increase damage ability to add a specific weapon model for each item. |
| 09-26-2004, 02:51 AM | #29 | |
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This is a Generic Unit Event Event - A unit aquires an item PLayer owned you shouldn't need to worry about... |
| 10-02-2004, 02:43 AM | #30 |
very cool i can use this for my rpg ![]() |
