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Handing off items

01-04-2006, 02:18 AM#1
SortOf
What i want to try and do is have quite a few units on a map that spawn items at for them then what i want to happen is that when a Peon class (current order Move equal to false)units comes within range of 10000 of the unit with the item thats within range the peon walks over to the unit with the item and then the unit with the item gives him the item and then the peon goes back to the townhall and sell the item
01-04-2006, 02:51 AM#2
AnarkiNet
Good use of punctuation....

now, sarcasm aside, you'll want to use one of the Unit - Issue order to unit targetting a <something>
01-05-2006, 02:02 PM#3
PitzerMike
Collapse JASS:
native IssueInstantTargetOrder      takes unit whichUnit, string order, widget targetWidget, widget instantTargetWidget returns boolean
native IssueInstantTargetOrderById  takes unit whichUnit, integer order, widget targetWidget, widget instantTargetWidget returns boolean


Will order whichUnit to hand the instantTargetWidget (item) over to the targetWidget (unit).
The order string would be "move" or "smart" i suppose.
01-05-2006, 02:22 PM#4
Blade.dk
What about this? No orderstrings/ids that you need to look for:

Collapse JASS:
native UnitDropItemTarget takes unit whichUnit, item whichItem, widget target returns boolean
01-07-2006, 11:56 PM#5
Peekaboo
Code:
EVENTS
every X seconds of the game

CONDITIONS

ACTIONS
pick every unit in playable map area matching conditions <matching unit is a worker is equal to true> and <matching unit is idle>(?)

set variable <temp item unit> = random unit from unit group "item generators"
order picked unit to move to position of <temp item unit>
unit group - remove <temp item unit> from "item generators"

then you just need another code so that everytime an item is made for the item generator units, the unit is added to unit group "item generators" and a then

Code:
EVENTS
unit comes within XXX of unit

CONDITIONS
triggering unit is a worker is equal to true
other unit(?) has an item of type <item> is equal to true

ACTIONS
order other unit(?) to give item of type <item> to triggering unit

there are only two possible problems with what i've said (hopefully), first, if there isn't an "is idle" boolean you'll have to find another way of doing that. also i don't know if theres an identifier for "other unit" in the second code.

Hope this helps