i decided to do a video tutorial just because iw anted to see how it went and it went pretty well, So expect more of these from me, Ill probably end up doing text based tutorials in the future to go along with my videos and maybe eventually making a recording of my Hero Tutorial too.
But enough of this, this Tutorial will Show you how to Buy and Sell thing just like WC3, its pretty cool and i accidentally found it, as i explain in the video
(Note if you go there right after i post this, youtube is still processing it for quality to soon it should be up in 720! just be patient!)
Nice work. I had been thinking about how to get an item shop working in my map, this pretty much solved it, and provided some laughs as well.
The one problem I have had, is my item shop is assigned to Player 0(neutral), and when I set a cost to buy items, they cannot be built because I am not allowed to spend another players resources(curse that greedy player 0). I will look for a solution later when I have time.
Nice work. I had been thinking about how to get an item shop working in my map, this pretty much solved it, and provided some laughs as well.
The one problem I have had, is my item shop is assigned to Player 0(neutral), and when I set a cost to buy items, they cannot be built because I am not allowed to spend another players resources(curse that greedy player 0). I will look for a solution later when I have time.
The only time ive seen that bug is when the shops is set for another player and not neutral, so double check that
also glad you had some laughs, i try to add humor to my stuff so its not boring
The only time ive seen that bug is when the shops is set for another player and not neutral, so double check that
I had player 0 set to neutral, but I also had a trigger that set players 0 - 14 neutral to each other, when I changed the trigger to run for 1 - 14 it all started working. So apparently neutral set to neutral isn't neutral. Thanks for the help.
It works, just dont ally your players with neutral players.
Go download the map i put in the description on the youtube page. works great.
also u dont get it, THEY actually sholud be ALLY WITH spending resources allowed, if items cost resources - here will be an error (in your map items does not cost resources!)
I believe what he means is that if you ally to the neutral player (0?) it'll break the action where it shares control with other players when you walk up to a "shop". What should happen is the building comes under your control automatically so you'll be spending your resources, and not the neutral player's.
Hey, i did this tutorial and my shop works fine, except the pawn function.
I added a new ability based on CAbilPawn and increased the range to 1.
But always when i want to sell it (move item from inventory to structure) it says the unit you want to give that item needs an inventory. So it just wants to give it to the unit, not selling it.
And even if i add an inventory it just drops the item to the ground...
Thank you! Bifuu!!
I have set the unit flag of the item to pawnable and i had to increase the range of the sell ability. But it works now!!!
I got another problem and i am getting no help at any forum, maybe you can help me.
I am searching for 2 events, it does not matter how they are realized, but i need them and i cant find any possibility working.
I need the event when an item is dropped (because i want to remove it then, but it should still be dropable) and i need the event when an item is used, until now i have just found one indirectly when giving an item the spawn ability and get this with triggers and remove the unit afterwards with trigger.
I have not worked much with Triggers but from what i hear that there is very limited support for Items in the Triggers, so im afraid what you want to do may not be possible OR just may need a work around that no one else has discovered
Hey Bifuu, i've been looking for a solution to preventing an itemshop from selling items to a unit if the unit's inventory is full. Do you know how to do that?
Off the top of my head, no, as it would require a check for the inventory. The place to start is looking at validators if it is possible however, give it a shot, just remember inventories are abilities, so a validator checking abilities may give the right thing
I'm not sure if it's possible to do an inventory count via validators, but it's worth a shot. I'll give it a try.
However, i see a problem here, i can only attach a validator to the INTERACT ability and not the Train ability, as the latter can only make use of Requirements for individual items instead. =/
i decided to do a video tutorial just because iw anted to see how it went and it went pretty well, So expect more of these from me, Ill probably end up doing text based tutorials in the future to go along with my videos and maybe eventually making a recording of my Hero Tutorial too.
But enough of this, this Tutorial will Show you how to Buy and Sell thing just like WC3, its pretty cool and i accidentally found it, as i explain in the video
(Note if you go there right after i post this, youtube is still processing it for quality to soon it should be up in 720! just be patient!)
@Bifuu: Go
"First I'm gonna close this because this is embarrassing" lol
shhhhhhhhhhhh dont tell anyone
Nice work. I had been thinking about how to get an item shop working in my map, this pretty much solved it, and provided some laughs as well.
The one problem I have had, is my item shop is assigned to Player 0(neutral), and when I set a cost to buy items, they cannot be built because I am not allowed to spend another players resources(curse that greedy player 0). I will look for a solution later when I have time.
The only time ive seen that bug is when the shops is set for another player and not neutral, so double check that
also glad you had some laughs, i try to add humor to my stuff so its not boring
I had player 0 set to neutral, but I also had a trigger that set players 0 - 14 neutral to each other, when I changed the trigger to run for 1 - 14 it all started working. So apparently neutral set to neutral isn't neutral. Thanks for the help.
Well it is neutral in the fact that its defaulted to neutral to all players, much like the watch towers =P
hey bifuu i found a new bug :) pretty serious...
Ok try to add resource cost (minerals) to your item! surprise! a new error...
1. To avoid this error need to *allow Spending resources* for this player.
2. But spendind resources via triggers is only comes with share vision and share control !
well... maybe i dont care about vision... but i dont want to control his forces! (its a computer with units)
How to make him allow only spending resources without share control and share vision?
It works, just dont ally your players with neutral players.
Go download the map i put in the description on the youtube page. works great.
lol? i making an standart AOS map for 7x7 players +2 to control spawn,here is no more players to be shops, except neutral
should i scratch my map concept because of the editor limitation?
also u dont get it, THEY actually sholud be ALLY WITH spending resources allowed, if items cost resources - here will be an error (in your map items does not cost resources!)
I believe what he means is that if you ally to the neutral player (0?) it'll break the action where it shares control with other players when you walk up to a "shop". What should happen is the building comes under your control automatically so you'll be spending your resources, and not the neutral player's.
My main project has items you have to pay resources for and it works fine. I just think you (CEMEHbl4) should double check everything
What i mean by not allying is dont have a trigger that sets alliance for players and the neutral computer.
@Bifuu: Go
Hey, i did this tutorial and my shop works fine, except the pawn function.
I added a new ability based on CAbilPawn and increased the range to 1.
But always when i want to sell it (move item from inventory to structure) it says the unit you want to give that item needs an inventory. So it just wants to give it to the unit, not selling it. And even if i add an inventory it just drops the item to the ground...
So whats wrong, how has the pawn ability to be?
@BeLugh: Go
Did you set the flags on the items to be Pawnable?
@Bifuu: Go
Thank you! Bifuu!! I have set the unit flag of the item to pawnable and i had to increase the range of the sell ability. But it works now!!!
I got another problem and i am getting no help at any forum, maybe you can help me.
I am searching for 2 events, it does not matter how they are realized, but i need them and i cant find any possibility working.
I need the event when an item is dropped (because i want to remove it then, but it should still be dropable) and i need the event when an item is used, until now i have just found one indirectly when giving an item the spawn ability and get this with triggers and remove the unit afterwards with trigger.
@BeLugh: Go
I have not worked much with Triggers but from what i hear that there is very limited support for Items in the Triggers, so im afraid what you want to do may not be possible OR just may need a work around that no one else has discovered
Hey Bifuu, i've been looking for a solution to preventing an itemshop from selling items to a unit if the unit's inventory is full. Do you know how to do that?
Off the top of my head, no, as it would require a check for the inventory. The place to start is looking at validators if it is possible however, give it a shot, just remember inventories are abilities, so a validator checking abilities may give the right thing
I'm not sure if it's possible to do an inventory count via validators, but it's worth a shot. I'll give it a try.
However, i see a problem here, i can only attach a validator to the INTERACT ability and not the Train ability, as the latter can only make use of Requirements for individual items instead. =/