1. First Issue. 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.
Use the Requirements fields for the storage slots that use a requirement that looks for a buff count either applied by the items or by a buff on the unit that uses a Unit Inventory Contains Item validator. A similar system can also be applied only on pickup (requires Unit Order Queue validator)(this disables the storage slots if there is no item already equipped/in storage).
For the second question I would use Dialog triggers if it is that important. Do not think there is any way to save time while testing that functionality since you cannot have a unit selected at game start without triggers.
Are you sure the weapon slot is set to equip the item?
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Yes Weapon Container has all (Basic) Slots - Equip set to equip enable. Still testing it to see whats wrong. Thanks for your reply although i didnt really understand your answer for question number 1 though. Could you explain it a little more detailed? For question number 2 ill comback to you soon.
The Inventory ability has a Take command that can be detected if the target is the item in question (Unit Type validator) and the unit is using the ability to pick it up (Unit Order Queue validator). As inventories fill slots based on the array numbers you will need to disable certain slots if preferable ones are available. In short if item going to be picked up is blah and the preferred slot is blah then use a requirement that counts a Buff behavior which uses the Combine validator using both previously mentioned validators is needed.
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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.
Well I resolved the issue about not beign able to use the weapons on other map im using. So no problem but relating this threat, i havent been able to establish pick up container priority. I dont want certain slots to be priority when picking up the items. I want certain containers to be priority. This is where we are probably confused. Is the container the problem not the slot. I dont want the storage container to be recieving the first line of items as soon as you purchase them if you have open slots on the Weapons and Armor slots available. I want the storage container to recieve the items if the prioritized container is full. I know i can do this if i place the containers in certain order in the data. But i dont want to change the order. Thats the issue.
Tried altering the order of the item containers in the Inventory ability? Else used the Ability: Validators field of the ability? Have a carry behaviour on the items as a counter and if the weapon/armor item containers have less than 3 equipped then disable the storage.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
1. First Issue. 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.
Use the Requirements fields for the storage slots that use a requirement that looks for a buff count either applied by the items or by a buff on the unit that uses a Unit Inventory Contains Item validator. A similar system can also be applied only on pickup (requires Unit Order Queue validator)(this disables the storage slots if there is no item already equipped/in storage).
For the second question I would use Dialog triggers if it is that important. Do not think there is any way to save time while testing that functionality since you cannot have a unit selected at game start without triggers.
Are you sure the weapon slot is set to equip the item?
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
Yes Weapon Container has all (Basic) Slots - Equip set to equip enable. Still testing it to see whats wrong. Thanks for your reply although i didnt really understand your answer for question number 1 though. Could you explain it a little more detailed? For question number 2 ill comback to you soon.
The Inventory ability has a Take command that can be detected if the target is the item in question (Unit Type validator) and the unit is using the ability to pick it up (Unit Order Queue validator). As inventories fill slots based on the array numbers you will need to disable certain slots if preferable ones are available. In short if item going to be picked up is blah and the preferred slot is blah then use a requirement that counts a Buff behavior which uses the Combine validator using both previously mentioned validators is needed.
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.
@JEGCPR: Go
Well I resolved the issue about not beign able to use the weapons on other map im using. So no problem but relating this threat, i havent been able to establish pick up container priority. I dont want certain slots to be priority when picking up the items. I want certain containers to be priority. This is where we are probably confused. Is the container the problem not the slot. I dont want the storage container to be recieving the first line of items as soon as you purchase them if you have open slots on the Weapons and Armor slots available. I want the storage container to recieve the items if the prioritized container is full. I know i can do this if i place the containers in certain order in the data. But i dont want to change the order. Thats the issue.
We? I have merely answered what you have asked.
Tried altering the order of the item containers in the Inventory ability? Else used the Ability: Validators field of the ability? Have a carry behaviour on the items as a counter and if the weapon/armor item containers have less than 3 equipped then disable the 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
@DrSuperEvil: Go
Thats what im saying, that i dont want to alter the order. But ill keep trying, thanks as always dr. Ill let you know.