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    posted a message on [SOLVED] Item crafting?

    @Shieldnutzz: Go

    SUCCESS!!! I have a solution! The following is a full description for anyone else who sees this thread in the future with a similar puzzle.

    I created a BEHAVIOR called 'carrying bot kit' which doesn't have any notable properties. I created a generic-type ITEM called 'bot kit'. The 'bot kit' ITEM carries the BEHAVIOR 'carrying bot kit'. I created a REQUIREMENT that requires BEHAVIOR 'carrying bot kit' to be completed at unit. I attached this REQUIREMENT to the ABILITY 'assemble bot kit'.

    So now the unit is required to have the behavior 'carrying bot kit' to be able to use the ability. The only way to have that behavior is by having a bot kit in it's inventory. Next I needed the item to be destroyed after using the ability so as to simulate the kit being assembled into the bot.

    I used a TRIGGER. Events -> unit uses assemble bot ability at generic6 - complete stage. Actions -> remove inventory item (item carried by (triggering unit) in <whichever slot the item is in>.

    Now when the bot kit is in the unit's inventory the ability is made available. When it is used, the item is destroyed.

    Thanks everyone for your help... I couldn't have solved this without your help and I greatly appreciate you guys taking the time to help me :)

    Posted in: Data
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    posted a message on [SOLVED] Item crafting?

    @Shieldnutzz: Go

    how would I set up a search effect to find the item?

    Posted in: Data
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    posted a message on [SOLVED] Item crafting?

    @Rahrhino: Go

    Right, so I've changed the item type to 'target'. now when i click the item in the inventory i can then target the unit which I want to issue the command to. I click the builder but an error comes up saying 'no unit able to handle that command'

    Posted in: Data
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    posted a message on [SOLVED] Item crafting?

    Ah, ok... i think we're getting there. So i've set up the item to have the issue order effect when used. The trouble I'm having now is getting the effect to target the unit. So we have the casting unit (the 'bot kit' in the inventory) and i need to make it's effect target the builder (the unit that is holding the 'bot kit')... any ideas?

    Posted in: Data
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    posted a message on [SOLVED] Item crafting?

    @Shieldnutzz: Go

    Oh that's a great idea Shieldnutzz. I assume that that is done in the trigger editor? I only posted in data because I am pretty clueless when it comes to triggers.

    Yes, the bot kits should be items that can be traded between players. In my map there is one unit (the 'builder') who creates all the kits. He can then trade the kits with the other two units (the 'miner' and the 'commander'). The builder will make kits for bots that only certain other units can assemble.

    e.g. the builder will make a 'scavenger bot kit' which he will then give to the 'miner' to assemble. The miner will assemble the 'scavenger bot kit' and the resulting bot (the 'scavenger') will then be under the control of the player who is controlling the 'miner'. It should be possible to give the 'scavenger bot kit' to the commander but he should NOT be able to assemble it (he can only assemble 'assault bot kits').

    Posted in: Data
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    posted a message on [SOLVED] Item crafting?

    @Rahrhino: Go

    Hmmm, just had a thought. I could get rid of the whole item problem all together. I could make the 'build kit' ability a research ability with an upgrade that adds one charge to the 'assemble kit' ability. I think that would simulate having to build the kit before you can assemble it. I would have to give the upgrade infinite levels so that you could build as many kits as you want though. Is this a plausible solution or am I going in completely the wrong direction?

    P.S. I greatly appreciate all of your help and I am learning a lot, thank you

    Posted in: Data
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    posted a message on [SOLVED] Item crafting?

    @zaysite: Go

    Ah, that's interesting Zaysite. I think something like your grenade system would work just fine! However, in your tutorial using a charge of the item triggers an effect (launch grenade), Is there any way of making the use of an item trigger a train ability? That way I could set the item charge, max, and use all to 1 so that when I use it the ability will be used and the item will be destroyed.

    I would like to keep the train ability because it behaves exactly as I would like it to.

    The trouble I'm having is that charge links cannot be linked between effects, behaviours and abilities. If I could somehow have the item and the ability charge linked then this whole process would be incredibly easy.

    Posted in: Data
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    posted a message on [SOLVED] Item crafting?

    @zaysite: Go

    I can do either way... I just prefer to use the train ability. With either method I still cannot figure out how to make the item carry a charge. I can set up charges for the ability. I can set it's max charges. I can set it to use one charge per use. I can do all of that fine. but...

    I need the ITEM to have a carrying behavior(?) which increases the charge of the ABILITY by one. When the ABILITY is used then the ITEM is destroyed.

    I have tried doing this by 'info - link - charge' but it seems that behaviors can't affect the charges of an ability and vice versa.

    Posted in: Data
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    posted a message on [SOLVED] Item crafting?

    @Rahrhino: Go

    It's also worth noting that I don't have Heart of the Swarm and I think that means that I don't have the vulture - replenish effect

    Posted in: Data
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    posted a message on [SOLVED] Item crafting?

    I used the train ability to create the item unit. I set him up with an inventory and a bag that allows the holding of the item. I think I then set the unit to spawn at source and it turns out the editor takes that to mean 'put it in his bag' considering it is a carry-able item. Not entirely sure about that... I did click a load of buttons in the process of trying to get it to work.

    I have been looking for a tutorial on charges but I can't find one. As it stands the item that he is creating is an 'scv kit'. he will then have to use the scv kit in order to 'assemble' it and create an scv. I have set up another train ability for the training of the scv and set the charges which is tested and works fine.

    So I want the item to carry one charge for the ability and to be destroyed when depleted. How can I get the item to carry a charge for the ability?

    Posted in: Data
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    posted a message on [SOLVED] Item crafting?

    Ok, I figured it out! Now, has anyone any idea how to link this item to an ability so that when I use the ability the item is destroyed? To be more specific, the unit builds a 'kit' with which you can build little 'bots'. When I use the ability I want the item to be destroyed so as to simulate assembling the kit.

    Posted in: Data
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    posted a message on [SOLVED] Item crafting?

    I have created a unit called a Builder. I want him to be able to use his minerals to craft an item that will automatically go into his inventory bag. Any ideas on how to achieve this?

    Posted in: Data
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    posted a message on Trained/warped unit spawning position

    @DrSuperEvil: Go

    Thanks for your reply! Yeah, I read that before in another thread but I don't know how to actually do it. I've set up the effects and the specialisation ability but I don't know what to physically do to make them interact.

    Posted in: Data
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    posted a message on Trained/warped unit spawning position

    I have modified a probe to have the train ability to train other probes. I have changed the model of this new unit to the forge (so you can move a forge around the map... it kinda looks like a vehicle) and called it a 'Miner'. I want the train ability to spawn the new probes that I create 2 spaces to the right of the miner and facing the same direction. I want this position to be relative to the direction that the miner is facing, always spawning on it's right shoulder.

    I gather there are 2 ways of doing this, either creating a spawn behavior or making an effect. However, I can find no tutorials on how to actually do this. Could someone either point me toward a suitable tutorial or explain to me how to do this?

    Posted in: Data
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    posted a message on % health passive problem

    @DrSuperEvil: Go

    Ok, i'll think I'll change it to a fixed health increase for now and address it later when I have some experience with triggers. Thanks for your input ^^

    Posted in: Data
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