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    posted a message on Destructible Trees: Better Unit Movement AI Or Actor Events

    I am having a small problem with my map "Troll Tribes". In this map once the player has created an ax, and their troll carries it, the troll has the ability to chop down trees. As you may know, by default a player can't target a doodad, so I have developed two potential solutions to this problem:

    1) Instead of using a doodad create a unit with a tree model and make it destructible only with the ax. Unfortunately several problems arise here. First all the tree units clutter the mini-map and lag the game a good bit (it is a large map filled with trees), and the second problem is that if the hero is ordered to move to an area blocked by a wall of trees (Meaning that the hero has to walk around the trees), with a doodad this is no problem, but for some reason, with units, the hero simply walks into the wall of trees and moves up and down as if they're going to magically get out of the way instead of walking around. So, for this solution to work I would need a way to fix the lag/mini-map troubles and find a fix to the hero's movement AI so make it walk around the trees.

    2) I found through forum browsing that Colossi have a "Kill tree" event in their actors. Unfortunately my understanding of the events in the Galaxy Editor is basically nonexistent, plus all of the treads discussing this are only suggestions to try. Thus since I basically know nothing about the events and cannot test it out myself, to use this method I would need either a tutorial from someone on actor events (unfortunately the wiki isn't developed enough) so I could figure it out, or a detailed (At this point it would have to be basically step-by-step) walk through by someone who has created such an actor for killing trees.

    If anyone has a solution, or at least a suggestion to either of these problems it would be greatly appreciated. Thanks

    Posted in: Data
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    posted a message on Trigger Based On Unit Proximity

    Thank you very much! That is exactly what I needed. Thanks for both of your help

    Posted in: Triggers
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    posted a message on Trigger Based On Unit Proximity

    Alright well the array idea sort of makes sense for tracking the items (I'm a little inexperienced with the trigger editor), so thanks for that! But I'm not really sure how to incorporate that into the calculation of the distance of the materials from the building that creates it. If anyone can explain this to me or provide a good tutorial it would really be appreciated!

    Posted in: Triggers
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    posted a message on Trigger Based On Unit Proximity

    I have, what seems like to me a simple problem, but given my understanding of the editor I cannot figure it out. My trigger is as follows: I need a trigger which can take items from the ground (after a button has been clicked on a building) and combine them, remove the items, and replace them with a new item, also on the ground. For example, if I have an armory which I will use to create an iron ingot, once the "Create Iron Ingot" button has been clicked, it will check that a metal scrap and a flint rock are within two range of the armory.

    Basically my problem is that I don't know how to check that the required items (metal scrap and flint rock) are within two range of the armory. And then after that, how to delete those two items from the game, and how to create a new item within 1 range of the armory.

    If there is any way for you to help me, it would be greatly appreciated!

    Posted in: Triggers
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    posted a message on Multiple Inventories Problem

    I have found problem in my map involving multiple separate units with inventories. The map I am making involves a hero, with his inventory bag, and several buildings that hero can manipulate (armory, alchemy pot, etc.), and their respective inventory bags. The intention for these separate buildings was that the hero could place items he had collected around the map into one of the building inventories to craft weapons, potions, etc. Unfortunately this system does not work properly.

    The problem is as follows: If I open the hero's materials inventory (He has two, one for materials and one for equipment), and drop something for the armory to pick up, when I select the armory the button used to open an inventory on the right is grayed out (meaning that I can't physically open the inventory), and the inventory is not visible. This is quite a problem for the map because it is important that the armory be able to manipulate items.

    I have found through browsing the forums that if I open both of my hero's inventories before selecting the armory that the armory inventory is open, but again it cannot be opened/closed further.

    I have also heard rumors throughout the forums here that it is an editor bug, so I was hoping someone could straighten this out: Is this a bug with the editor, or is there a way in the data editor to make it possible to have multiple units with inventories.

    Thanks for any help!

    Posted in: Data
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    posted a message on Combining Items In A Specific Order

    I am attempting to make a map which uses recipes to make items from a series of components. For example, if I were to combine Iron Ingot, Iron Ingot (Repeated intentionally), and Leather I would make Iron Armor.

    I found a very useful tutorial which uses triggers and the activation of a button to accomplish this (Link Below). Unfortunately, that system only checks if the items are present in the inventory, and does not check their order. For most maps I could understand how this would not be a problem, but the map I want to make has many recipes which have repeated components (For example another item, different from the one above could require Iron Ingot, Leather, and Iron Ingot) thus it is important to not only check items present, but the order in which they are present in the inventory.

    So here is my question: Is there a way to tweak the method found in the link, or another way outright which I can use to combine items based on their order in an inventory. Also, I have already considered a button for each combination, but this won't work because there is not enough space in the command card.

    Previously mentioned link: http://www.sc2mapster.com/forums/resources/tutorials/6380-trigger-data-item-recipe-combining-system-tutorial/

    Thank you for any help you can provide!

    Posted in: Triggers
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    posted a message on Clickable Item Used to Create a Building

    Ah, now I feel silly. That was almost too easy! I had the charges setup but forgot about the "destroy when depleted" flag, silly me. Thanks again!

    Posted in: Data
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    posted a message on Suggestion: Island Troll Tribes remake

    Working on it! I expect my early version of this map to be finished sometime in December. It won't be fully complete (First release may only have hunter and gatherer), but it will certainly be playable. Look for "Troll Tribes" some time soon

    Posted in: Project Workplace
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    posted a message on Clickable Item Used to Create a Building

    Excellent, it works! Thank you! Now, when I place my building how would I make the item used to place it go away?

    Posted in: Data
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    posted a message on Clickable Item Used to Create a Building

    Hi everyone, I am trying to implement an item into my map which would work much like the "Tiny Great Hall" item in WC3. If you are not familiar with it, I mean an item which when clicked allows you to build its corresponding building at a target location. For example, I have created an item and all its components called "Place Tent" and I want you to be able to create an actual Tent structure by clicking on the item in the inventory. I briefly searched the forums and did not come across anything similar to this issue, but I apologize if this has been discussed previously. Thanks for any help you are able to provide.

    Posted in: Data
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