You then make a Buff behaviour and add the validator to the Behaviour: Validators (Disable) field. This will mean the buff will become enabled if the validators are true.
Next make a Requirement that uses an Equals node followed by a Count Behavior and a Constant node. Set the Count Behavior node to the Buff and make it Completed At Unit and the Constant to 0.
Finally go to your item container under the Item Containers data type and put the requirement in slots you want to not pick up an item until the others are filled.
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You need a requirement that counts if the buff is enabled which the item container slots then use. In the version you posted there is no evidence of you having tried.
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1) As the inventory works in an array the 0,0 slot will be filled first then 0,1, 0,2 etc... This means I can assume there are no more item slots in the column. You would need to have some kind of Requirement using a buff that uses a Validator to sequentially disable slots if not already filled when the unit is ordered to pick up an item (Inventory ability).
2) You would need triggers to select the unit then order the ability (Issue Order effect) to open the menu.
3) Check if the slot is set to be equipped and not just carried. Else use a Buff behaviour that uses the weapon.
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1. The Slots fields of the Item container determines how many and where they are positioned. Best to make a new container without copying because it is harder to delete old slots than add new ones.
2. The Classes field of the item container determines what each slot can hold (look at the Diablo Character one for reference). Under the Items data type you will also find a Class field. This determines what class the item is known as and what slots in the inventory it can use. Items have equip and carry effects. The item container can have slots set to carry but not equip. Just make your items not have any carry effects and the slots that do not equip them can be used for storage.
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Validators tab then Behaviours then Requirements then Item Containers then finally Abilities.
This tutorial tells you how to set up the validators:
http://www.sc2mapster.com/forums/resources/tutorials/120411-data-unique-items/#p1
You then make a Buff behaviour and add the validator to the Behaviour: Validators (Disable) field. This will mean the buff will become enabled if the validators are true.
Next make a Requirement that uses an Equals node followed by a Count Behavior and a Constant node. Set the Count Behavior node to the Buff and make it Completed At Unit and the Constant to 0.
Finally go to your item container under the Item Containers data type and put the requirement in slots you want to not pick up an item until the others are filled.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
You need a requirement that counts if the buff is enabled which the item container slots then use. In the version you posted there is no evidence of you having tried.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
1) As the inventory works in an array the 0,0 slot will be filled first then 0,1, 0,2 etc... This means I can assume there are no more item slots in the column. You would need to have some kind of Requirement using a buff that uses a Validator to sequentially disable slots if not already filled when the unit is ordered to pick up an item (Inventory ability).
2) You would need triggers to select the unit then order the ability (Issue Order effect) to open the menu.
3) Check if the slot is set to be equipped and not just carried. Else use a Buff behaviour that uses the weapon.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
1. The Slots fields of the Item container determines how many and where they are positioned. Best to make a new container without copying because it is harder to delete old slots than add new ones.
2. The Classes field of the item container determines what each slot can hold (look at the Diablo Character one for reference). Under the Items data type you will also find a Class field. This determines what class the item is known as and what slots in the inventory it can use. Items have equip and carry effects. The item container can have slots set to carry but not equip. Just make your items not have any carry effects and the slots that do not equip them can be used for storage.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg