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#46 | |
www.raodaozao.net
MDL & Resource Moderator
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#47 |
Level 1 Neothelid
Tools Moderator
Join Date: Mar 2004
Posts: 254
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![]() So we could talk a little more, exchange ideas, stuff like that... :)
Miniworx@hotmail.com is mine, add me if you'd like... |
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#48 |
Posts: n/a
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![]() Yeah, i was wondering if my map would be any funny if u can have how many weapons as you wish, but ive fixed it now, but i want some help with my multiplau rpg, i have tried with this and i wonder if there are any more effective ways?
Event Unit - A unit enters Necromancerslct <gen> Condition (Unit-type of (Entering unit)) Equal to Wisp Action Unit - Create 1 Kel'Thuzad for (Owner of (Entering unit)) at (Center of Hero spwn <gen>) facing (Position of (Triggering unit)) Unit - Set the custom value of (Last created unit) to 1 Trigger - Turn off (This trigger) then i keep on doin the same trigger for all heros, and have diffrent values on all my triggers. but i wonder about the "hero finds weapon" trigger and the "hero drops weapon" trigger, am i supposed to make 1 of thoos triggers for each players?? ![]() |
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#49 |
Level 1 Neothelid
Tools Moderator
Join Date: Mar 2004
Posts: 254
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![]() My system? Or another system?
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#50 | |
www.raodaozao.net
MDL & Resource Moderator
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#51 |
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![]() The Idea of getting the hero a weapon in there hand is something I was thinking about... (If so its arthas or some one it doesn't help because they already have for their model a weapon) so like say a vilager hero picks up a wrench... Yay now he holds a wrench... BUT If I do this, I am going to need to know the attachment points... lol... anyone have a clue as to which attachment points strings are and as to where they go?... (I haven't yet, but I will do a search on "Attachment Points")
~oxide |
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#52 | |
www.raodaozao.net
MDL & Resource Moderator
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Right... The best way to add an attachment is through the "Damage Bonus" ability. Using the "Art - Target" field select your weapon model. Now, take the "Art - Target Attachment Point 1" field and add a string: "Hand". Then add *another* string: "Right" or "Left" depending on which hand needs the weapon. Then go a bit lower down to "Art - Target Attachments" and change the value to "1". There you go, the character should now be shown holding your weapon. |
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#53 | |
Level 1 Neothelid
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Join Date: Mar 2004
Posts: 254
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#54 |
User
Join Date: Dec 2003
Posts: 2
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![]() Or you could simply classify all swords as Antique items. Then have a trigger like...
Events: Unit- Aqquires an item Condition: Item class of item being manipulated equal to antique Actions: Set custom value of hero manipulating item to (custom value of hero manipulating value +1) If - Custom value of hero manipulating item equal to 2 Then - Order hero aqquiring item to drop item being manipulated Else - Do nothing And make it so that if he drops an item it sets his custom value to -1. Voila, a simple and effective solution to this. |
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#55 |
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![]() Nice ^_^
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#56 |
User!
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![]() Isn't there a much easier way to do this? Here is what I came up with.
Weapons Events Unit - A unit Acquires an item Conditions (Item-class of (Item being manipulated)) Equal to Weapon Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Or - Any (Conditions) are true Conditions (Item-class of (Item carried by (Hero manipulating item) in slot 2)) Equal to Weapon (Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to Weapon (Item-class of (Item carried by (Hero manipulating item) in slot 4)) Equal to Weapon (Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to Weapon (Item-class of (Item carried by (Hero manipulating item) in slot 6)) Equal to Weapon Then - Actions Hero - Drop the item from slot 1 of (Hero manipulating item) Unit - Order (Hero manipulating item) to drop (Item being manipulated) in 1 Else - Actions ------------------------------------ and for dual wielding daggers and such.. Daggers Events Unit - A unit Acquires an item Conditions (Item-class of (Item being manipulated)) Equal to DualWieldWeapon Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Or - Any (Conditions) are true Conditions (Item-class of (Item carried by (Hero manipulating item) in slot 3)) Equal to DualWieldWeapon (Item-class of (Item carried by (Hero manipulating item) in slot 4)) Equal to DualWieldWeapon (Item-class of (Item carried by (Hero manipulating item) in slot 5)) Equal to DualWieldWeapon (Item-class of (Item carried by (Hero manipulating item) in slot 6)) Equal to DualWieldWeapon Then - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Item-class of (Item carried by (Hero manipulating item) in slot 1)) Equal to DualWieldWeapon Then - Actions Hero - Drop the item from slot 2 of (Hero manipulating item) Unit - Order (Hero manipulating item) to drop (Item being manipulated) in 2 Else - Actions Hero - Drop the item from slot 1 of (Hero manipulating item) Unit - Order (Hero manipulating item) to drop (Item being manipulated) in 1 Else - Actions ------------------------------------------ Shields and other items are the same as normal weapons, just use different inventory slots. And, I used variables for the weapon types, but you don't really need those. This seems like a simple way to not have to do much work while still getting a working inventory system with multiple units/heroes. It also keeps all your items nice and organized which can be useful if you need to mess around with them in other triggers. |
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#57 |
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![]() Hi! guys , This trigger works.
^_^ ![]() |
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#58 | |
Posts: n/a
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http://www.world-editor-tutorials.th...ttachments.php You need to modify the hero's model, make him without a weapon. Then you can add the weapon ability to the item. ....... |
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#59 |
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![]() BladeZen, do you mean to say that if a hero already has a weapon you cant attach a new item unless his model is changed? And also, practically for all other units, we can't attach anything on them unless they have free hands?
Eg. A Dryad, do we need to remove her spear before attaching? Eg2. A Wizard (with 1 stick on left hand), if we attach a stick to left hand, it won't show up either? (but if attached to the right, it will?) |
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#60 |
Map Dev *********
Respected User
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![]() Setting "Number of dice" to -1 will cause the attack to deal 0-0 damage but still be visible. Just a tip :P
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