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help to get items dissapear over time!

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Level 1
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Mar 2, 2006
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I am working on a AOS/DOTA similar map using the Konstrukt pack models, using the system that everyone is the same kind of unit, but killing an enemy unit makes him drop the weapon he is carrying, so it can be picked up.
the problem is i am trying to get the items to dissapear over time, so there aint 100's of miniguns lying all over the map, but im failing.
i have tried this kind of triggers whitout em working:

when a unit dies, a trigger creates an item at his position, and sets the item as variable dropeditem[dropitems] where dropeditem is a item array variable, and dropitems an integer. in the same trigger i do "set Dropitems = dropitems+1"

another trigger does like this:
every 1 seconds of time remove dropeditems1-5 and make dropeditems 6-10 dropeditems 1-5 instead.
aswell as sets dropitems to 5 again..

why doesnt this work?
i hope i have explained so u understands...
have left somethings outside that i dont thin matters.

please help!
 
Level 40
Joined
Dec 14, 2005
Messages
10,532
use a little bit of custom script for this xD

Custom Script - local item i

(create the item here)

Custom Script - set i = GetLastCreatedItem()

wait xxx seconds

(check if i is carried in inventory, else call RemoveItem( i ))

PS. im not sure that those are he correct names, i can check in ae few hours tho.
 
Level 1
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Mar 2, 2006
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thank you very much, i have never used custom scripts before, exept others, but will try this.
if i can get this to work its a great deal of help and progress in the creation of this map since i nearly gave up the wole idea.

if anyone reads and is interested in the map im intending to make this map different from DOTA and similar maps in many ways, namely the units tha player uses is not heroes, they "upgrade" by finding usefull items, like grenades and better weapons, and armors. they lose their items upon death, and get new from killing enemies.
also the computer forces is not going to be so stupid, im intending to work alot on their strategies.

also since the player controled units will be as "weak" as computer units whit the same weapon/equipment they will have a small group of computer units which take's simple orders, and the computer team will be a higher priority to kill than the human unit,so the team dies before your unit.

will be much more strategy than DOTA i hope, for example some weapons shoot fast but makes little damage, and will therefore not even harm some bigger units (tanks and similar) but will take down units whit less armor quite fast.
 
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