| 10-19-2004, 02:05 PM | #1 |
Hey, I need a little help with a map I'm making. I have most of the guns ready and they all have a set amount of ammo, problem is, I don't want people having three or four of the same gun in their inventory. I want the charges to stack up on the original gun. For example: A unit has a shotgun, they find and pick up another one. Now instead of making a new shotgun item in their inventory, the original shotgun gets all the shots from the new gun. Does that make sense? Can somebody help me work this trigger out please? I'd be really grateful and give rep points to anybody that can help me out with this. Thanks, -Jase |
| 10-19-2004, 02:32 PM | #2 |
Events Unit - YOUR UNIT Acquires an item Conditions (Item-type of (Item being manipulated)) Equal to SHOTGUN ((Hero manipulating item) has an item of type SHOTGUN Equal to true I don't know if there is a trigger to set charges, but you can add something like Order (Hero manipulating item) to drop (Item being manipulated) or something like that. |
| 10-19-2004, 03:01 PM | #3 | |
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Item - Set Charges Remaining and btw, then u should not drop the item, but remove it! |
| 10-20-2004, 01:15 AM | #4 |
check the repository, i put a trigger in there which does item stacking... just grab that and copy the trigger over and it should work all good and stuff. |
| 10-20-2004, 10:47 AM | #5 | |
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I downloaded that, but I'm making my map in UMSWE4, and for some reason when I open the trigger map, several of the functions are missing, so it won't help in my map. |
| 10-20-2004, 01:32 PM | #6 |
hmmm really? coz it only uses a simple loop and stuff... oh well... if you want i can pop her open and post the code? |
| 10-20-2004, 02:28 PM | #7 | |
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That'd be awesome, thanks! |
| 10-20-2004, 03:17 PM | #8 |
Guest | here is the link to repository: http://www.wc3campaigns.com/showthread.php?t=64904 a note when using acquires an item event: that event is fired after the item is picked up, i.e. it already is in the hero's inventory the time the trigger runs using item carried by hero of type (item-type of (item being manipulated)) will hence always yield an item, eventually that one that was just picked up so be careful, they way to work around this is just not to use item carried by hero of type, but loop through inventory slots instead and comparing if the item in current slot is an item of same type, but not the same item as picked up! (this is the way it is done in the demo map from repository, and this is the way i have coded a similar jass function; probably, this is the only way) |
| 10-20-2004, 11:12 PM | #9 |
Um, did you even read the thread. It looked like to me he had the question answered. |
| 10-21-2004, 12:47 PM | #10 |
Oh, never mind re-opening the map and reposting the code, Logik, I managed to open it in WE Unlimited, so it all works cool now, thanks, anyway! |
| 10-21-2004, 03:14 PM | #11 |
thats kool... its good that you figured it out... the only problem is that if you want the items to stack, you need to have at least 1 free inventory slot if not, it will come up with the message "you inventory is full"... i find its just a trivial thing to fix or do... but meh manald, sorry but i didnt understand what you said? |
