| 09-08-2003, 02:00 AM | #1 |
I'm doing a map wich will require the use of the heroes inventory in a specific way...now I don't know if I can ever do this, but I would think it could be done... My problem is just that I don't know how :P so if anyone have some ideas, I'd love to hear them: A hero is the controling unit, but he is supposed to be more of a "overhead" character. The units he can carry is equal to his "leadership" abilities, wich start at 4. Now, a new hero is made and he buys 3 units (as the first unit he can carry, is him self) some of these units could fill out 2 of the 3 units he is allowed to carry, thus making him able to have: Himself (taking up 1 spot) Oneunit (taking up 2 spots) Twounits (taking up 1 spot) OR Himself (taking up 1 spot) Oneunit (taking up 1 spots) Twounits (taking up 1 spot) threeunits (taking up 1 spot) I wanted the units to be placed in his inventory, taking up the slots. As max number of unit slots should be 6, inventory is a nice place for them. When he enters an area with an enemy (stationary or within range of another player moving) they would be moved to a fighting area. In this area, the units the hero was carrying would be "brought to life" as actuall units in the game. After that, each player takes turns to hit eachother. My main problem (Right now) is getting the inventory units to react, and become units in the fighting area when need be. Also, the units are supposed to be able to level up, so they would change looks and abilities as time passes. So, anyone get what I'm saying, please lemme know what u think. If u don't get it....I don't blame ya :P lol Ty in advance! |
| 09-08-2003, 02:26 AM | #2 |
Ok ill take a shot at this..... You could just creat item with no stat bonuses or anything that they do and give them the units icon picture as the item picture. Then you could make some triggers that set variables like: Events Unit - A unit Acquires an item Actions If ((Item-type of (Item being manipulated)) Equal to Item A) then do (Set X = (X + 1)) else do (Do nothing) Where "Item A" would be your fake item with a unit picture. and then "x" would be the specific integer varaible for that unit. So then when he enters a battle it could do a check for like: Actions If (X Equal to 1) then do (Unit - Create 1 Footman for Player 1 (Red) at (Center of (Location)) facing Default building facing degrees) else do (Do nothing) Then if you want that unit to upgrade you could have it set x=2 and then a new trigger that checks if x=2 and then creats a different unit. I think that is what you were looking for.... P.S. Im still new to triggers so if someone seeing a flaw please correct me. |
| 09-08-2003, 08:12 AM | #3 |
That might work, but if someone else have any ideas, please lay them on me :) |
| 09-08-2003, 10:33 AM | #4 |
yes, one if then else action for every unit if item = footman set unit-variable x = footman and one for dropping items.. shouldnt be that hard |
| 09-08-2003, 10:51 AM | #5 |
Did I do something wrong?: Event: Unit - A unit Acquires an item Actions: If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Item-type of (Item being manipulated)) Equal to Fighter Then - Actions Set fighter_unit = (fighter_unit + 1) Else - Actions Do nothing event: Unit - A unit enters Region 003 <gen> Actions: If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions fighter_unit Equal to (fighter_unit + 1) Then - Actions Unit - Create 1 Militia for Player 1 (Red) at (Center of Region 004 <gen>) facing Default building facing degrees Else - Actions Do nothing It doesn't seem to react to the area... help ? |
| 09-08-2003, 07:44 PM | #6 |
Ok, been thinking about this and I think I'm gonna drop it...It's simply FAR too advanced (Like changing the whole game) And that is just for single player.... Multiplayer would be like 2000 triggers running at one time :P I can't get my brain to work on that :P lol Might retake this idea and make it into something usefull some day...some day ;P |
