the slot integers are abit messed up but dont change, so getting slot of item B will always return 2 if you dont move it, the index (!) of the item changes.
one big problem is that the slot number in UI-editor doesnt match with the slot number in triggers(you can find the slot integer with a simple trigger to show slot of triggering inventory item on item moved event).
besides that i have fixed my issue. it's possible to validate the behaviours on the item (! not the bearer) with location "source". now everytime an item is moved, just add or remove an dummy behavior to the item itself. now each item needs this validator on first effect. now active items cant be used in the slots you want.
way more harder and alot more messed up was the carry behaviour. the only way i came up with was to use the equip behaviour for passiv items and only let them equip on the active slots. this ofc fucks up special slots vs general slots equipping but i only have one special slot for a certain class of items.
does anybody have an idea how to disable the use (!, not the drag and drop) of an item if it is in a certain slot.
if i disable the use of the item at all you cant use another item of the same kind in a different slot. if i disable the inventory button (hook and disable) i cant drag and drop the item anymore.
the only way i came up with is currently to replace the item with a dummy item which has a requirement which is always false. pretty dirty work around and alot of work.
you must test it with more than 1 player and then compare it to the other systems. you can adjust the distance it will move. a more complete version would take the unit speed and calculate the optimal distance for pressing the button once
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bumb, how did you find these numbers and can anyone tell me the ones for the UseInventory1-8 ?
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i am pretty sure you create more than 1 persistant/behaviour w/e does the periodic thing.
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the slot integers are abit messed up but dont change, so getting slot of item B will always return 2 if you dont move it, the index (!) of the item changes. one big problem is that the slot number in UI-editor doesnt match with the slot number in triggers(you can find the slot integer with a simple trigger to show slot of triggering inventory item on item moved event).
besides that i have fixed my issue. it's possible to validate the behaviours on the item (! not the bearer) with location "source". now everytime an item is moved, just add or remove an dummy behavior to the item itself. now each item needs this validator on first effect. now active items cant be used in the slots you want.
way more harder and alot more messed up was the carry behaviour. the only way i came up with was to use the equip behaviour for passiv items and only let them equip on the active slots. this ofc fucks up special slots vs general slots equipping but i only have one special slot for a certain class of items.
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ok i have found a nice way to disable the use on a certain slot, now only carry behaviours are still active
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hello,
does anybody have an idea how to disable the use (!, not the drag and drop) of an item if it is in a certain slot.
if i disable the use of the item at all you cant use another item of the same kind in a different slot. if i disable the inventory button (hook and disable) i cant drag and drop the item anymore.
the only way i came up with is currently to replace the item with a dummy item which has a requirement which is always false. pretty dirty work around and alot of work.
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the poor people you have hired for deleting spam, will they ever find a new job
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if you dont have the rights on the sound then no, but to be honest, NOBODY cares.
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you have to import the textures of the weapons too. most likely to Assets/Textures
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you are using the other wrong account. go to file - manage published and check if you are owner of the published map.
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i think coop is utterly boring. i stopped playing at lvl 9. it couldn't hook me
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has been asked alot of times here, the terms to search are "thorn aura". it uses negative leech valus.
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if not logged in i cant read any forum post. it loads forever to ultimatly show internal server error. at least the bots dont care at all.
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that you worked your ass off to get 9 ppl like your posts or you did post a screenshot of your terrain in the wte.
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check the sc2 error logs on your computer. also do you have a trigger that fires on player leaves game?
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you must test it with more than 1 player and then compare it to the other systems. you can adjust the distance it will move. a more complete version would take the unit speed and calculate the optimal distance for pressing the button once