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Armor system

07-28-2004, 07:23 PM#1
Psyny
Hail,

I need to create an armor system.
But i need some help before start...

1 - How i can only let a hero to pick up an item, if the hero have some settings like ( humanoid , light warrior , heavy warrior , mage ), but in some cases, i will need two specification at same time ( like humanoid and beast or humanoid mage ).

2 - i can rescale the atteched models ?

thx
07-28-2004, 07:38 PM#2
johnfn
1 - You would need to use an And (all conditions are true) into the if statements' conditions.

Not sure about the other one, I'm not an art guy.
07-28-2004, 10:02 PM#3
DarkFanatic
you can: just use art - scale in the object editor. i hope that is what you mean :)
07-29-2004, 04:53 AM#4
Psyny
Quote:
Originally Posted by johnfn
1 - You would need to use an And (all conditions are true) into the if statements' conditions.

Not sure about the other one, I'm not an art guy.

ok.. but where i can set if the unit is an monster, humanoid, animal, large, small, etc ?
07-29-2004, 05:09 AM#5
th15
You can't change SFX sizes on the fly. Its hard enough to do it normally.

Your best bet would be to re-create each SFX model at the size you want.
07-29-2004, 06:49 AM#6
Psyny
Quote:
Originally Posted by th15
You can't change SFX sizes on the fly. Its hard enough to do it normally.

Your best bet would be to re-create each SFX model at the size you want.


well.. if i do that ... the size of the map will grow so much...

but its not much important in my map... just a detail..
07-29-2004, 08:12 AM#7
Azhag
Are you talking about, adding a sword to a peasant or something?
07-30-2004, 05:33 AM#8
Psyny
Quote:
Originally Posted by Azhag
Are you talking about, adding a sword to a peasant or something?

hehehe
no...
07-30-2004, 06:03 AM#9
Anitarf
Well, when making different sizes of attached effects, I suppose you can scale their models and make them keep the same texture; that way, you only have one custom texture (those are the ones that really inflate filesize) and a few models.

Other than that, there are some classifications in the object editor that don't affect gameplay much (like tauren (if you don't have a spell like ancestral spirit, this classification does nothing), suicidal, aincent,...). But there may not be enough of them if you are planning to have that many different classifications.

Another way would be to use the unit's custom value, it's an integer value each unit has, and you can store multiple booleans (like classifications) in one integer with the use of the numbers 1, 2, 4, 8, 16, 32, 64,...
07-31-2004, 06:48 AM#10
Psyny
Quote:
Originally Posted by Anitarf
use the unit's custom value, it's an integer value each unit has, and you can store multiple booleans (like classifications) in one integer with the use of the numbers 1, 2, 4, 8, 16, 32, 64,...

Hum... And where i set thoose custom values ?
07-31-2004, 01:33 PM#11
johnfn
There is actually a trigger 'Unit - Set Custom Value', just designate each number (1, 2, 4) to mean something (like monster, or human, ect) and then when checking you need to go backwards from the biggest number to the smallest, if the biggest number minus the value is greater than or equal to 0, then the unit has the biggest number's attribute, subtract the biggest number from the custom value; then try with the other numbers, going in reverse to get all the information.

Hope that made sense, its rather confusing.