Well not a bonus to health, but an actual change to the weapon.. say weapon 1 shoots a beam and does beamy things, then i equip weapon 2 and it shoots a homing seeking missle. Doable?
And another question, is it possible to add abilities via items equiped? @gizmachu: Go
Ahh yea sorry, Just not sure how to engage in the act I want to do but I will learn.
What I ment was, being able to make weapons in the data editor, and also making an inventory system for my hero. So I define an weapon slot in my inventory, so whenever I put the weapon on I created in the data editor the weapon stats(effects,range, etc)will change.
The way I thought I would do it would be to create a string that looks at my traceline and sets the range my traceline has etc by whatever weapon i have equiped.@RileyStarcraft: Go
Say I was making a map, and I wanted to create a database or whatever it is i would use to store items from the dtata editor. So so if player 1 equips Weapon, and if he has it equiped i can define what happens by that string? say for example, the effects, from which its pull from the dtata, to the range the item would have in game etc.
No whats going on is, Player 1 can use w whenever he wants, but when he does push W... it stops players 2-4 to stop moving. if player 2 pushes w and only he pushes w he can move, but it stops player 3 and 4... now if player 1 hits w while playing 2 is pushing w, player 2 will stop and only play 1 can use W.@s3rius:
Hmm not sure what is causing that new issue where i can move as player 1 with W, but it stops player 2 from using w when i use w.. this is unreall... lol@s3rius:
Alright no I dident add that keypressed to the off trigger because like the variable says Key pressed lol.. I dont see Key Unpressed option.@s3rius:
Getting a weird side effect online now too, everything is working but.. If i hit w when the other person is hiting it he stops moving and i start moving and when i release w he can move again.
Well heres a weird thing for me... thats going on I just now noticed with debuging on.
The only way this works is through a loop
W_Start
Events
UI - Player Any Player presses Any key Down with shift Allow, control Allow, alt Allow
Local Variables
Player Number = 0 <Integer>
Conditions
Actions
General - For each integer Player Number from 1 to 4 with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Key Pressed) == W
Then
Variable - Set W_On[Player Number] = true
Trigger - Turn ThirdPersonCam On
Trigger - Turn Unit_Movement On
Else
But the weird thing for turning things off is working without a loop.
W_End
Events
UI - Player Any Player presses Any key Up with shift Allow, control Allow, alt Allow
Local Variables
Player Number = 0 <Integer>
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Then
Variable - Set W_On[Player Number] = false
Trigger - Turn ThirdPersonCam Off
Trigger - Turn Unit_Movement Off
Else
Dunno what to make up this, considering the fact the first one I posted only works with a loop even if I define W as the key. I guess it might be detecting if the key is pressed, and if its not its automatically marking it false? With this line (Key Pressed) == W
Hey hey I got it working thanks man, this is exactly what I needed but now I have a few questions. When im setting a global Array for angle, which is a real for 4 players, is using the loop feature and player number the best way to go about handling setting that to the player?
And another question, which i think your touched up on but still leaves me kind of confused. Im setting my players chosen unit to an array, so when I goto issue an order for any player choosing to do an action via array, will the loop number 1 always be player 1s chosen unit from where I picked the class and set them to my (Players_Chosen_Unit 4(unit) array)?
Oh and, Unit - Order Players_Chosen_Unit[(Player Number)] to ( Move targeting ((Position of Players_Chosen_Unit[(Player Number)]) offset by 0.5 towards (Run_Angle[(Player Number)] + 0.1) degrees)) (Replace Existing Orders)
Would be correct? I mean its working for me.. Actually lol nvm, I had an overflow error, which ended up being a Playnumber + 1 i had somewhere, I fixed it.
Thanks again, I think I finally grasp whats going on with this atleast, and how to interact with multiple people.
0
Well not a bonus to health, but an actual change to the weapon.. say weapon 1 shoots a beam and does beamy things, then i equip weapon 2 and it shoots a homing seeking missle. Doable?
And another question, is it possible to add abilities via items equiped? @gizmachu: Go
0
Ahh yea sorry, Just not sure how to engage in the act I want to do but I will learn.
What I ment was, being able to make weapons in the data editor, and also making an inventory system for my hero. So I define an weapon slot in my inventory, so whenever I put the weapon on I created in the data editor the weapon stats(effects,range, etc)will change.
The way I thought I would do it would be to create a string that looks at my traceline and sets the range my traceline has etc by whatever weapon i have equiped.@RileyStarcraft: Go
0
Say I was making a map, and I wanted to create a database or whatever it is i would use to store items from the dtata editor. So so if player 1 equips Weapon, and if he has it equiped i can define what happens by that string? say for example, the effects, from which its pull from the dtata, to the range the item would have in game etc.
0
Nerver mind got it working
0
Fixed it, apparently Skip remaining actions was breaking it.
0
No whats going on is, Player 1 can use w whenever he wants, but when he does push W... it stops players 2-4 to stop moving. if player 2 pushes w and only he pushes w he can move, but it stops player 3 and 4... now if player 1 hits w while playing 2 is pushing w, player 2 will stop and only play 1 can use W.@s3rius:
0
Its only letting 1 player use w at a time.. apparently
0
I tried removing that code from both triggers and its still going on.@s3rius:
0
Hmm not sure what is causing that new issue where i can move as player 1 with W, but it stops player 2 from using w when i use w.. this is unreall... lol@s3rius:
0
Alright no I dident add that keypressed to the off trigger because like the variable says Key pressed lol.. I dont see Key Unpressed option.@s3rius:
Getting a weird side effect online now too, everything is working but.. If i hit w when the other person is hiting it he stops moving and i start moving and when i release w he can move again.
0
Well heres a weird thing for me... thats going on I just now noticed with debuging on.
The only way this works is through a loop
W_Start
Events
UI - Player Any Player presses Any key Down with shift Allow, control Allow, alt Allow
Local Variables
Player Number = 0 <Integer>
Conditions
Actions
General - For each integer Player Number from 1 to 4 with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Key Pressed) == W
Then
Variable - Set W_On[Player Number] = true
Trigger - Turn ThirdPersonCam On
Trigger - Turn Unit_Movement On
Else
But the weird thing for turning things off is working without a loop.
W_End
Events
UI - Player Any Player presses Any key Up with shift Allow, control Allow, alt Allow
Local Variables
Player Number = 0 <Integer>
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Then
Variable - Set W_On[Player Number] = false
Trigger - Turn ThirdPersonCam Off
Trigger - Turn Unit_Movement Off
Else
Dunno what to make up this, considering the fact the first one I posted only works with a loop even if I define W as the key. I guess it might be detecting if the key is pressed, and if its not its automatically marking it false? With this line (Key Pressed) == W
0
Hey hey I got it working thanks man, this is exactly what I needed but now I have a few questions. When im setting a global Array for angle, which is a real for 4 players, is using the loop feature and player number the best way to go about handling setting that to the player?
And another question, which i think your touched up on but still leaves me kind of confused. Im setting my players chosen unit to an array, so when I goto issue an order for any player choosing to do an action via array, will the loop number 1 always be player 1s chosen unit from where I picked the class and set them to my (Players_Chosen_Unit 4(unit) array)?
Oh and, Unit - Order Players_Chosen_Unit[(Player Number)] to ( Move targeting ((Position of Players_Chosen_Unit[(Player Number)]) offset by 0.5 towards (Run_Angle[(Player Number)] + 0.1) degrees)) (Replace Existing Orders)
Would be correct? I mean its working for me.. Actually lol nvm, I had an overflow error, which ended up being a Playnumber + 1 i had somewhere, I fixed it.
Thanks again, I think I finally grasp whats going on with this atleast, and how to interact with multiple people.
0
Id rather just try and get what I have working so I can see what it is im doing wrong, and learn from it.
0
aww come on.. someone anyone..... uhg i cant sleep untill i get this!@!
0
sigh... bump