yea i not using any triggers for the items , indeed i use a train ability and interact.
in war3 the items wont drop on the ground if your inventory was full , you would get an error message that the inventory is full . although i do know it is possible to have items drop on the ground in war3 if you set it to do that.
anyway , so this is unfixable as of yet? , more flaws in this editor huh. how about setting item hotkeys ? i would like it so people dont have to manually click to use items.
anyway that isnt as much of an issue compared to this item dropping when inventory full. any more help?
yea i not using any triggers for the items , indeed i use a train ability and interact.
in war3 the items wont drop on the ground if your inventory was full , you would get an error message that the inventory is full . although i do know it is possible to have items drop on the ground in war3 if you set it to do that.
anyway , so this is unfixable as of yet? , more flaws in this editor huh. how about setting item hotkeys ? i would like it so people dont have to manually click to use items.
anyway that isnt as much of an issue compared to this item dropping when inventory full. any more help?
Right, the items dropping on the ground if the inventory was full was a feature in DotA. I remember now.
I don't know anything about items but if you want to have hotkeys you can bind those to the Buttons you made for the items, yes?
i try to do that, gave each slot its own button. it shows the hotkey, but it never works
another item problem , how to stop my hero who is equipped with an item, then Dies and the item ends up being dropped. I have flagged the item as "can drop" and "destroy when depleted" there is no check on "drop on death"
yet my hero is still dropping item when he die. what is going on
It's just bugged.
To fix this, turn ON 'can drop' and have a trigger that collects the items that appear when your hero dies and teleports them someplace safe, then give them back on respawn.
I have a crazy idea, what if you added a Requirement which counted the inventory ability? counting a veterancy behaviour gives it's level maybe counting an inventory gives how many items are in it.
I figured out a crude work around for disabling purchasing items from a shop if your heroes inventory is full. This works with one player, might need to be modified for multiple heroes/players slightly, im sure some other people can improve on this greatly.
I created a Hero Inventory Full Buff that utilizes a Search Area effect that applies the buff onto nearby neutral structure/etc (the shop), use filter to filter out everything but the shops. So thats a Behavior buff, a search area effect, and an apply behavior effect so far. Then I made a requirement InventoryNotFull that does (!CountBehavior(HeroInventoryFullBuff,CompleteOnlyAtUnit)). Then change the shop item commands to use this requirement. So when the heros inventory is full, he gets the inventory full buff, which scans small area around him and applies it also to any shops, when you try to use the shop with inventory full, it requires itself to NOT have the buff so you cant buy anything. Clear an inventory space and the buff goes away. Then I made a trigger:
I had empty slots < 6 because I was using Bifuu's hero tutorial map and it has 5 slots that regular items cant be put into so. Also I was still fooling around with how exactly to apply and remove the buff from the shop and stuff since I couldnt figure out how to have the shop check the hero for the buff instead of itself. But anyways, like I said, this works like a charm for 1 hero/1 player, besides the removing from the shop every 2 seconds that is. Put a low period on the search area effect. Using this way each player and hero would have to have their own buff type so they could be distinguished, unless a slightly more clever way of distinguishing when the hero has the buff is made, but I dont want to spend the time heh. The function to get inventory items is:
UnitInventoryCount(unitUnit,intCountType);WhereUnitisthehero,andCountTypeisanintegerofoneofthefollowing:c_unitInventoryCountCarried=0;// Number of carried itemsc_unitInventoryCountEmpty=1;// Number of item slots openc_unitInventoryCountTotal=2;// I assume this is total number of inventory slots
Hope this helps some of you to improve on this.
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ill keep it short and sweet.
My inventory is full, yet i can still purchase items from my item shop , the item instead decides to drop onto the ground .
how do make it so that the hero Wont purchase an item if his inventory is full. Any help appreciated
run a counter off each purchase the size of item inventory, check if counter is desired number if not dont run the trigger that buys the item
@jmac321wky: Go
He doesn't have a trigger buying the items from what I can tell.
And I don't think there is a solution to this atm... I assume you used the Train ability type to sell items?
You know though, (if my memory is correct) in Warcraft 3 you could buy items when your inventory was full and they would just go to the ground too...
This is true. It's so that the user isn't arsed into dropping/selling an item to unlock the shop again if they're in a hurry. I'd say you're fine.
@OneTwoSC: Go
yea i not using any triggers for the items , indeed i use a train ability and interact.
in war3 the items wont drop on the ground if your inventory was full , you would get an error message that the inventory is full . although i do know it is possible to have items drop on the ground in war3 if you set it to do that.
anyway , so this is unfixable as of yet? , more flaws in this editor huh. how about setting item hotkeys ? i would like it so people dont have to manually click to use items.
anyway that isnt as much of an issue compared to this item dropping when inventory full. any more help?
Right, the items dropping on the ground if the inventory was full was a feature in DotA. I remember now.
I don't know anything about items but if you want to have hotkeys you can bind those to the Buttons you made for the items, yes?
@Ultraling: Go
i try to do that, gave each slot its own button. it shows the hotkey, but it never works
another item problem , how to stop my hero who is equipped with an item, then Dies and the item ends up being dropped. I have flagged the item as "can drop" and "destroy when depleted" there is no check on "drop on death"
yet my hero is still dropping item when he die. what is going on
It's just bugged.
To fix this, turn ON 'can drop' and have a trigger that collects the items that appear when your hero dies and teleports them someplace safe, then give them back on respawn.
I have a crazy idea, what if you added a Requirement which counted the inventory ability? counting a veterancy behaviour gives it's level maybe counting an inventory gives how many items are in it.
@Jinxxx123: Go
I figured out a crude work around for disabling purchasing items from a shop if your heroes inventory is full. This works with one player, might need to be modified for multiple heroes/players slightly, im sure some other people can improve on this greatly.
I created a Hero Inventory Full Buff that utilizes a Search Area effect that applies the buff onto nearby neutral structure/etc (the shop), use filter to filter out everything but the shops. So thats a Behavior buff, a search area effect, and an apply behavior effect so far. Then I made a requirement InventoryNotFull that does (!CountBehavior(HeroInventoryFullBuff,CompleteOnlyAtUnit)). Then change the shop item commands to use this requirement. So when the heros inventory is full, he gets the inventory full buff, which scans small area around him and applies it also to any shops, when you try to use the shop with inventory full, it requires itself to NOT have the buff so you cant buy anything. Clear an inventory space and the buff goes away. Then I made a trigger:
Global vars:
Trigger:
I had empty slots < 6 because I was using Bifuu's hero tutorial map and it has 5 slots that regular items cant be put into so. Also I was still fooling around with how exactly to apply and remove the buff from the shop and stuff since I couldnt figure out how to have the shop check the hero for the buff instead of itself. But anyways, like I said, this works like a charm for 1 hero/1 player, besides the removing from the shop every 2 seconds that is. Put a low period on the search area effect. Using this way each player and hero would have to have their own buff type so they could be distinguished, unless a slightly more clever way of distinguishing when the hero has the buff is made, but I dont want to spend the time heh. The function to get inventory items is:
Hope this helps some of you to improve on this.