Hi. Whats up! I need help once again from you experts.
1. I built an inventory ability for my hero unit which was kind of a big deal to try to understand the values of the positioning etc...but here is my question- How on earth do i modify the inventory slots so there will be just 2 and not 6 or 5. It seems i can only manipulate the ones on the left section but not the ones on the right. I do believe it must be possible to be able to decide how many slots u want on the right section too. Is there a better tutorial out there than the one Onetwo made?
2. What should i do so that some inventory containers only accept certain items and others not and also i would like to be able to place items in one containers but the items on that container won't have any effect. It would be a storage container. How can i accomplish all this? Where should i modify that. I need help on this, so lost. Are this triggers? or things you could modify on data?
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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Hi Super Dr. Evil i solve this but im stuck on another 3 probably my last 3 of this tutorial. I was able to resolve the prior issue using the classes and disable equip function. Still im trouble by this 3 things the first one:
1. The Storage container which i want to be the bottom (left aligned) container is the container that is recieving all the items first, the not equipped container. The containter that is supposed to recieve the items first is either armor container or weapon container depending on the item class. In other words how do i set the priority of the item destination.
2. Second issue. How can i make for the inventory windows to be opened when the gamem begins. I always have to open them and i want them to be open from the start. I dont mind if they close right now but just need them to be open from the start.
3. Third issue. My hero unit is equipping the weapon which is the one he usually has but once equipped is not using it. Is not doing anything. I removed the weapon use from the unit. And i made it part of the weapon unit but still is not working. All the other items buff work just fine. Either is shield buff, speed buff etc...They all work once equipped on the right container. Its not stacking or anything which is good. But havent been able to get the unit to use the weapon item. I really dont know whats going on. I have been hours trying to figure this out.
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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Well doctor im sending your the patient. Do you think you could take a look at it. I tried the buff thing but is not working. Maybe you could take a look at the other stuff too. You know ill be more than happy. I just made an attachment of the test map.
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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About Enabling the use of weapon when carrying and giving priority to containers:
Im still so lost. I wonder if it Wouldn’t be easier if you would just make the changes in the map i sent so i could then compare it to an earlier version. I think this way i could learn about what you did by comparing the results. Is so frustrating I’ve tried some of what you have explained and doesn’t work, other i just couldn’t find how to do it. I don’t know if the first issue must be modify at Weapon tab, Effect Tab, Inventory Ability? Im so lost. Please help. You could write notes so i could read them and learn much faster. Thanks.
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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Before I check this tutorial. I just want to tell you that i tried the orignal tutorial on a completly new map and somehow it worked. I dont know why!! i didnt had to set up any validator nor buff behavior. It just worked equipping the weapon under TAB : ITEM >(Basic) Equip Weapons. It worked even without the map initialization trigger. I tried different weapons and they all worked on the zealot test model. But when i go back to this map and try the same even the same weapons from the tutorial and a new inventory ability it just wont work. Im thinking is a bug the map has. I even experimented switching off the other triggers and it wont work. It must be a bug. Anyway If you know something else, let me know.
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Hi. Whats up! I need help once again from you experts.
1. I built an inventory ability for my hero unit which was kind of a big deal to try to understand the values of the positioning etc...but here is my question- How on earth do i modify the inventory slots so there will be just 2 and not 6 or 5. It seems i can only manipulate the ones on the left section but not the ones on the right. I do believe it must be possible to be able to decide how many slots u want on the right section too. Is there a better tutorial out there than the one Onetwo made?
2. What should i do so that some inventory containers only accept certain items and others not and also i would like to be able to place items in one containers but the items on that container won't have any effect. It would be a storage container. How can i accomplish all this? Where should i modify that. I need help on this, so lost. Are this triggers? or things you could modify on data?
Thanks
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
Hi Super Dr. Evil i solve this but im stuck on another 3 probably my last 3 of this tutorial. I was able to resolve the prior issue using the classes and disable equip function. Still im trouble by this 3 things the first one:
1. The Storage container which i want to be the bottom (left aligned) container is the container that is recieving all the items first, the not equipped container. The containter that is supposed to recieve the items first is either armor container or weapon container depending on the item class. In other words how do i set the priority of the item destination.
2. Second issue. How can i make for the inventory windows to be opened when the gamem begins. I always have to open them and i want them to be open from the start. I dont mind if they close right now but just need them to be open from the start.
3. Third issue. My hero unit is equipping the weapon which is the one he usually has but once equipped is not using it. Is not doing anything. I removed the weapon use from the unit. And i made it part of the weapon unit but still is not working. All the other items buff work just fine. Either is shield buff, speed buff etc...They all work once equipped on the right container. Its not stacking or anything which is good. But havent been able to get the unit to use the weapon item. I really dont know whats going on. I have been hours trying to figure this out.
Your help is always welcomed.
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
@DrSuperEvil: Go
Well doctor im sending your the patient. Do you think you could take a look at it. I tried the buff thing but is not working. Maybe you could take a look at the other stuff too. You know ill be more than happy. I just made an attachment of the test map.
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
@DrSuperEvil: Go
About Enabling the use of weapon when carrying and giving priority to containers: Im still so lost. I wonder if it Wouldn’t be easier if you would just make the changes in the map i sent so i could then compare it to an earlier version. I think this way i could learn about what you did by comparing the results. Is so frustrating I’ve tried some of what you have explained and doesn’t work, other i just couldn’t find how to do it. I don’t know if the first issue must be modify at Weapon tab, Effect Tab, Inventory Ability? Im so lost. Please help. You could write notes so i could read them and learn much faster. Thanks.
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
@DrSuperEvil: Go
Before I check this tutorial. I just want to tell you that i tried the orignal tutorial on a completly new map and somehow it worked. I dont know why!! i didnt had to set up any validator nor buff behavior. It just worked equipping the weapon under TAB : ITEM >(Basic) Equip Weapons. It worked even without the map initialization trigger. I tried different weapons and they all worked on the zealot test model. But when i go back to this map and try the same even the same weapons from the tutorial and a new inventory ability it just wont work. Im thinking is a bug the map has. I even experimented switching off the other triggers and it wont work. It must be a bug. Anyway If you know something else, let me know.