Item Expire

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Is it possible to set a expire time on specific floor loot and if no one picks it up after 60 seconds it despawns?
 
I did a quick test and this works, you could use it as a base and refine it a little

  • Item Cleanup
    • Events
      • Unit - A unit Loses an item
    • Conditions
    • Actions
      • Wait 60.00 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Item being manipulated) is in (Playable map area)) Equal to True
        • Then - Actions
          • Item - Remove (Item being manipulated)
        • Else - Actions
Fortunately (item being manipulated) is MUI so people could drop several items in a row and they would be treated individually

Of course if someone drops something and picks it back up after 59 seconds, it would reset the timer, see if that's bothering you
 
It is multiple typed of item, kill a boss 2 random items spawn can be power up, artefact, charged what not can be any 2
like Diablo?I have also done such a trigger, by dropping some bad or good equipment, bringing luck and excitement to the game.
 
like Diablo?I have also done such a trigger, by dropping some bad or good equipment, bringing luck and excitement to the game.
Not Really, all the loot is usable but if u already got that item u not gonna pick it up and in end is alot of loot on floor

however i cant do a floor loot wipe as it would remove the resource required on floor from the floor

i did want to add a diablo style system to the game thought be fun, however i use equipment system and the diablo type loot system doesnt make them equip able items only ones u hold in inv, Basically doesnt work with equipment system sadly.
 
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If you're spawning the items with triggers then you can keep track of them yourself for the timeout. It's possible to use a high-frequency periodic timer to search the map for all existing items and then begin a 60s countdown for anything 'new' since the last search; it would require keeping track of the items somehow and since there aren't item groups (please nobody mention itempools here it's not relevant) that means Hashtables. A bit of work but honestly not too much.
 
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