Hi guys,
I've been trying to make a unit gain additional attack range when picking up and item - and have it decreased again when the item is lost.
People around tries with upgrades, but it seems impossible to degrade an upgrade back to 0?
Now this was from a post back in 2007 linked in the bottom. I don't know if updates have modified that later on.
They also mentioned other solutions but took them back.
Any ideas?
Also, if it is possible, I would like to change the attack (probably by barrage) to another missile model and remove melee sounds. Does barrage change the attack damage, or should I use searing arrows, with damage +0?
I have been searching across google mostly, and found only this:
http://www.hiveworkshop.com/forums/...ditor-unlimited-change-unit-range-game-41607/
A whole other question:
I have 3 types of item classifications made into level 1, 2 and 3.
You can only wear one of each at a time.
Now if you wear item lvl 1, you cannot wear items with level 2 or 3.
You can wear items with level 2 and 3 at the same time.
I do also have a 4'th item classification, which is non-stackable, but does not interact with any other item levels than its own.
I've made this so far:
I've been trying to make a unit gain additional attack range when picking up and item - and have it decreased again when the item is lost.
People around tries with upgrades, but it seems impossible to degrade an upgrade back to 0?
Now this was from a post back in 2007 linked in the bottom. I don't know if updates have modified that later on.
They also mentioned other solutions but took them back.
Any ideas?
Also, if it is possible, I would like to change the attack (probably by barrage) to another missile model and remove melee sounds. Does barrage change the attack damage, or should I use searing arrows, with damage +0?
I have been searching across google mostly, and found only this:
http://www.hiveworkshop.com/forums/...ditor-unlimited-change-unit-range-game-41607/
A whole other question:
I have 3 types of item classifications made into level 1, 2 and 3.
You can only wear one of each at a time.
Now if you wear item lvl 1, you cannot wear items with level 2 or 3.
You can wear items with level 2 and 3 at the same time.
I do also have a 4'th item classification, which is non-stackable, but does not interact with any other item levels than its own.
I've made this so far:
-
IDS
-
Events
- Unit - A unit Acquires an item
- Conditions
-
Actions
- Set ItemCounter_Limiter = 0
- Set ItemCounter_Item = (Item being manipulated)
- Set ItemCounter_Level = (Item level of ItemCounter_Item)
- Set ItemCounter_PickUpUnit = (Triggering unit)
- Set ItemCounter_Inventory = (Size of inventory for ItemCounter_PickUpUnit)
-
For each (Integer ItemCounter_Loop) from 1 to ItemCounter_Inventory, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item level of (Item carried by ItemCounter_PickUpUnit in slot ItemCounter_Loop)) Equal to ItemCounter_Level
-
Then - Actions
- Set ItemCounter_Limiter = (ItemCounter_Limiter + 1)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ItemCounter_Limiter Greater than 1
-
Then - Actions
- Hero - Drop ItemCounter_Item from ItemCounter_PickUpUnit
- Game - Display to (All players controlled by a ((Owner of (Triggering unit)) controller) player) the text: |cffff0000You canno...
- Else - Actions
-
If - Conditions
- Set ItemCounter_Item = No item
- Set ItemCounter_PickUpUnit = No unit
-
Events
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