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    posted a message on Equation for horizontal jump

    @DrHu: Go

    I think you're going to have to clarify that question: equation for what exactly? Height over time? Total Distance? Launch Speed?

    Posted in: Triggers
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    posted a message on Preventing item purchase when inventory has no appropriate slots

    Just in-case anyone runs into the same problem, I did figure out a solution that seems to work. Minor annoyance is it won't grey out the item purchase button.

    In Data:
     - Define dummy behaviours for each item type "GenericItemSlotFree" "TerranItemSlotfree" etc
     - Make sure your train ability that sells the items has a time value of 0.01 (virtually imperceptible in gameplay, but required as explained below).

    In Triggers:
     - Need to apply those buffs appropriately, Define a custom action to do so, and hook it into unit created, gains item, loses item and sells item. On execution the action clears those buffs, then iterates over all item slots on the unit and checks which are free/their type (I've got this somewhat hacked together atm)
     - Create a trigger that hooks into the Train ability at the Generic 3 - Execute stage, if the buying unit does not have the appropriate free item buff, order the shop to Stop and display an error.

    It's somewhat icky, hopefully there's a neater way!

    Posted in: Data
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    posted a message on Looking up a Text value from triggers

    @Mille25: Go

    Exactly what I was after thanks :), knew it had to be there.

    Posted in: Triggers
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    posted a message on Looking up a Text value from triggers

    I'm just trying to set the tooltip for a dialog item to a value I've defined in the text editor, specifically it's sharing the tooltip with a button used for items. Getting the item/button out of the catalog entries in triggers all works fine, but for the tooltip field I get the string value "Button/Tooltip/TestItem1", which I then need to look up in the localised text table, that's the step I'm having trouble with - I'd assumed there would be a function that just does that lookup.

    Am I missing something obvious here? entirely possible!

    Thanks

    Posted in: Triggers
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    posted a message on Preventing item purchase when inventory has no appropriate slots

    @DrSuperEvil: Go

    Can't see a field I can enter an item-type in that validator sadly, though I wish it existed!

    Posted in: Data
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    posted a message on Preventing item purchase when inventory has no appropriate slots

    @DrSuperEvil: Go

    Entirely possible I'm just misunderstanding something, but as far as I can see the only inventory related validators are: Unit Inventory Contains Item (not really applicable) Unit Inventory Full (Which is almost right, but as it has no option to check item types will fail if the inventory is not full, but there are no slots of the bought-item's type free)

    Unless there's somewhere else I should be looking? :)

    Posted in: Data
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    posted a message on Preventing item purchase when inventory has no appropriate slots

    Hiya, this seems to be an oft-asked question, but my google-fu appears to be failing me in actually finding an answer (most posts are dead thread form ~2010 with no real solution).

    I have units with an inventory that contains several different kinds of item slot  (different for different units. For example: 1 weapon, 1 armour, 3 trinkets). All of this works fine so far, but I can't find a way to stop the player buying an item when the unit's inventory is full, so it just falls on the floor. I've seen the Inventory Full/Inventory contains item order validators, and it's my understanding I can use those on the shop's buy ability to check appropriate conditions. However this isn't quite flexible for my purposes (if the example units already has 3 trinkets, I can't just check in the inventory is full).

    I can see a possible solution (detailed below) but it seems like something of a maintenance hassle, and I'm wondering if anyone has a better solution?

    Thanks for any input :).

    Potential idea 1:
     - Create behaviours for each item type, UnitHasWeaponItem etc. These behaviours are buffs with no effect and no maximum stack count.
     - Give each item it's type-appropriate behaviour.
     - Use a Count Unit Behaviour validator to check that the number of equipped items of type is less than how many is has available. Getting this value might be difficult though, given the number is variable.

    Potential idea 2:
     - Use a trigger based solution to test every time a unit gains/loses an item, and give it UnitHas<Type>SlotsFree behaviours appropriately, BehaviourCount validators can then hook off this.
    I was hoping no to need to use triggers if poss though ;).

    Posted in: Data
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    posted a message on Viewing multiple icons

    @Cacho56: Go

    Thanks - had forgotten I could just extract things from the MPQ! for anyone else that cares, extracting all the textures, culling anything too large, and then using SageThumbs to let windows 7/8 thumbnail .dds files seems a nice way to navigate through all the ui textures.

    Posted in: Miscellaneous Development
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    posted a message on Viewing multiple icons

    This might be something of a newbish question, I'm just wondering if there's any way I can see a large number (ideally all) of the icon textures provided by blizzard? I've gotten to the point in my map creation where I want to add sensible icons for all of the items/abilities/buffs etc, some of them I'll have to create myself, but it's proving a very slow process to trawl through the text lists and view each icon one at a time looking for things that would be appropriate for me to use.

    Whether it's something in-editor, something that I can unpack the dds files with an view in explorer - suggestions would be helpful :)

    Thanks.

    Posted in: Miscellaneous Development
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    posted a message on Modifying/copying the broodlord

    @DrSuperEvil: Go

    Thanks for the input - I got this functionally to work, the key link that I was missing was the link between broodlord and broodling in "Brood Lord - Brood Lord Hangar" arm magazine's ability "Info - Ammo 01". Tbh I just never realised I could expand that array and see the contents!

    When I did a quick test today I got a lot of warning messages relating to "Can only create one Actor <name> for effect <name>" or similar (I didn't copy the error stupidly), I suspect this is due to me mucking up a duplicate/reference somewhere and will dig into it another time. Not sure if there's a good reference anywhere of what causes/resolves these in-game errors?

    Thanks

    Posted in: Data
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    posted a message on Modifying/copying the broodlord

    Hiya, I've been playing around in the editor with some success for a while, but broodlords have me stumped!

    What I'm trying to do is create a copy of the broodlord that fires a different unit type (for now I'm fine if it actually uses the model for the broodling, it's very similar). Simply changing which unit is spawned seems to be a simple case of changing BroodlingEscortImpactA (Unnamed)'s Spawn Unit type to whatever I want, that works fine. However I want to preserve the original broodlord in the map as well, so I need to create a copy and that's where things go wrong. Can anyone point me at exactly what effects I need to modify for this to work?

    I'd try to list the approaches I've taken so far, but tbh I can't even remember them all - I jsut get lost in all the dozens of layered effects/actors and end up getting nowhere. I suspect there's some crucial link that I'm missing/don't understand, which is what I'm looking for help to try and find! Or if anyone's sucessfullly done this before can can point me in the right direction :).

    Help would be very much appreciated! - Thanks.

    Posted in: Data
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