| 01-01-2010, 03:44 PM | #1 |
I'm currently thinking about a custom inventory which needs all 12 places in the heroes command-card. now the problem is how to clear the card. I thaught of removing all abilities (hero and normal ones except inventory-abil). It worked fine and with 'Abun' i got rid of the attack icon, but there are still move, patrol, stop and the beloved learn skill icons. move, patrol and stop can be removed via removing 'Amov' but i can't figure out how to readd them again. I made also some experiments with dummies (heroes which have isbldg-flag set to true), but this screws selection/inventory/facing/shadows/... adding a ward classification is also bad, cause it hides everything in the command card, so it's impossible to add visible abilities |
| 01-02-2010, 02:53 AM | #2 |
you cant do it without making hero immovable. |
| 01-02-2010, 04:53 AM | #3 |
I would just make the system involve selecting a new unit. It seems an unnecessary waste of time to fuddle around since theres too many problems with all this. Spellbook could work although theres still cancel which has that whole other problem of not being able to detect cancel. selection/inventory/facing/shadows/ selection- you can use the selection .mdx and create a sfx on the real hero, and put the dummy unit somewhere off camera bounds (Check the gameplay constants for the path of the model) inventory- you can use triggers to copy inventory; also the hero's inventory usually uses potions anyways shadows- if the dummy is off camera bounds and u remove shadow it should be fine anyways |
| 01-03-2010, 12:58 PM | #4 | ||
Quote:
immovable during cleared-command-card-time or forever afterwards? Quote:
problems are the animations and the portrait, cause i dont want the user to notice that the hero has been replaced by a dummy and vice versa |
| 01-03-2010, 05:33 PM | #5 |
Pause him (bit not abilities will show) or remove the command buttons but then he can't move or attack. You also can't add them back. Just use a spellbook. |
| 01-03-2010, 05:45 PM | #6 | |
Quote:
yea, but paused units can't use abilities. I wanna clear the ccard to add my 12 slot (slots are active abils) inventory to him. |
| 01-03-2010, 10:40 PM | #7 |
Can you not just make a spell book (which has been mentioned by TriggerHappy), then you get 11 slots (1 slot is used to cancel). I can think of no other way to do this. |
| 01-04-2010, 12:52 PM | #8 |
try removing the abilities, Amov etc will make him immovable but able to cast activatable abilties |
| 01-04-2010, 02:29 PM | #9 |
I made some experiments and the only way it worked was using a dummy hero with building-flag enabled and no abilities besides inventory. If someone finds an more usable method pm me |
| 01-04-2010, 02:37 PM | #10 |
I am making an fullscreen inventory, however, I know its not the thing you are looking for. Its items are handled by system and you can drop, select and equip items while your hero is selected. I don't know the exact thing you are looking for, too. And yeah, I would use a spellbook and order the unit to use the spellbook id instanntly each x ms, and if the unit casts a spell of the spellbook, you do not order the unit to do so. Also remove the shared cooldown stuff. |
| 01-04-2010, 02:44 PM | #11 |
the problem I've with spellbook is, that I need all 12 slots 11 slots is one to less (if you know how to remove cancel, then I'll instantly switch to spellbook) fullscreen inventory?...using DGUI?...*hacking something in my keyboard* I'm looking for an inventory with at least 12 slots. I thaught using the command card is a good idea, but now im not sure about... |
| 01-04-2010, 02:48 PM | #12 |
DGUI is awful because its pretty laggy in multiplayer. It works with trackables and destructables, however, you do not disselect hero and get to a new area which cannot be seen before. Btw, cancel order id is 851976. Try to hide unit, remove that ability and unhide unit again. |
| 01-04-2010, 03:04 PM | #13 |
how to remove an ability with its orderid? don't get your point... |
| 01-04-2010, 03:06 PM | #14 |
Call UnitRemoveAbility(unit, 851976) |
| 01-04-2010, 03:09 PM | #15 |
Doesn't UnitRemoveAbility require an abilityid and not an orderid? |
