• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Item Ownership Trigger {preventing an item from being picked by another player}

Status
Not open for further replies.
Level 2
Joined
Feb 19, 2009
Messages
15
Who can teach me a Item ownership trigger that when i drop the item no one can picked it or when i drop my item it will transfer in a selected region

Thnx for advance
 
Well you can make a variable and every time a unit drops an item check the owner of the ability and set it to the variable.

Player1ItemDrop[x] = your last droped item


and when a item is picked up check if its assigned to a variable and make it obsolete or make the unit drop it
 
  • Drop
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Last dropped item) Equal to YOURITEM
    • Actions
      • Item - Move (Last dropped item) to (Center of YOUR_REGION)
OR

  • Drop
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Last dropped item) Equal to YOURITEM
    • Actions
      • Item - Change ownership of (Last dropped item) to (Owner of (Triggering unit)) and Retain color
      • Item - Make (Last dropped item) Invulnerable
 
When life gets you down.. don't listen to yoda because that does nothing..

  • Events
    • Unit - A unit drops an item
  • Conditions
    • (last dropped item) equal to (youritem)
  • Actions
    • Set (unit variable for your hero with array 1) to (player number of (triggering unit))
  • Events
    • A unit acquires an item
  • Conditions
    • Player number of (triggering unit) not equal to (your variable)
  • Actions
    • Drop (item) owned by (owner of triggering unit)
Not sure if that's right because i'm not in editor at the moment i'm in school but that's the general idea..
 
Item Ownership
Surprise, surprise... it has already been answered.


  • Item Ownership
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Custom value of (Item being manipulated)) Equal to (Player number of (Owner of (Triggering unit)))
              • (Custom value of (Item being manipulated)) Equal to 0
        • Then - Actions
          • Set TempLoc = (Position of (Item being manipulated))
          • Item - Move (Item being manipulated) to TempLoc
          • Custom script: call RemoveLocation(udg_TempLoc)
          • Skip remaining actions
        • Else - Actions
          • Item - Set the custom value of (Item being manipulated) to (Player number of (Owner of (Triggering unit)))
Right, you can also use "Drop (Item being manipulated) from (Hero manipulating item)", but then you can move the item (and I think that's less effective than this).


TempLoc: Point variable, no array.
 
Item Ownership
Surprise, surprise... it has already been answered.


  • Item Ownership
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Custom value of (Item being manipulated)) Equal to (Player number of (Owner of (Triggering unit)))
              • (Custom value of (Item being manipulated)) Equal to 0
        • Then - Actions
          • Set TempLoc = (Position of (Item being manipulated))
          • Item - Move (Item being manipulated) to TempLoc
          • Custom script: call RemoveLocation(udg_TempLoc)
          • Skip remaining actions
        • Else - Actions
          • Item - Set the custom value of (Item being manipulated) to (Player number of (Owner of (Triggering unit)))
Right, you can also use "Drop (Item being manipulated) from (Hero manipulating item)", but then you can move the item (and I think that's less effective than this).


TempLoc: Point variable, no array.

Does'nt work when i buy an item it drops
 
  • Item ownership
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • (Owner of (Item being manipulated)) Not equal to Player 1 (Red)
              • (Owner of (Item being manipulated)) Not equal to Player 2 (Blue)
              • (Owner of (Item being manipulated)) Not equal to Player 3 (Teal)
              • (Owner of (Item being manipulated)) Not equal to Player 4 (Purple)
              • (Owner of (Item being manipulated)) Not equal to Player 5 (Yellow)
              • (Owner of (Item being manipulated)) Not equal to Player 6 (Orange)
              • (Owner of (Item being manipulated)) Not equal to Player 7 (Green)
              • (Owner of (Item being manipulated)) Not equal to Player 8 (Pink)
              • (Owner of (Item being manipulated)) Not equal to Player 9 (Gray)
              • (Owner of (Item being manipulated)) Not equal to Player 10 (Light Blue)
              • (Owner of (Item being manipulated)) Not equal to Player 11 (Dark Green)
              • (Owner of (Item being manipulated)) Not equal to Player 12 (Brown)
        • Then - Actions
          • Item - Change ownership of (Item being manipulated) to (Owner of (Hero manipulating item)) and Change color
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Item being manipulated)) Not equal to (Owner of (Hero manipulating item))
            • Then - Actions
              • Hero - Drop (Item being manipulated) from (Hero manipulating item)
            • Else - Actions
 
Last edited:
  • Item ownership
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • (Owner of (Item being manipulated)) Not equal to Player 1 (Red)
              • (Owner of (Item being manipulated)) Not equal to Player 2 (Blue)
              • (Owner of (Item being manipulated)) Not equal to Player 3 (Teal)
              • (Owner of (Item being manipulated)) Not equal to Player 4 (Purple)
              • (Owner of (Item being manipulated)) Not equal to Player 5 (Yellow)
              • (Owner of (Item being manipulated)) Not equal to Player 6 (Orange)
              • (Owner of (Item being manipulated)) Not equal to Player 7 (Green)
              • (Owner of (Item being manipulated)) Not equal to Player 8 (Pink)
              • (Owner of (Item being manipulated)) Not equal to Player 9 (Gray)
              • (Owner of (Item being manipulated)) Not equal to Player 10 (Light Blue)
              • (Owner of (Item being manipulated)) Not equal to Player 11 (Dark Green)
              • (Owner of (Item being manipulated)) Not equal to Player 12 (Brown)
        • Then - Actions
          • Item - Change ownership of (Item being manipulated) to (Owner of (Hero manipulating item)) and Change color
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of (Item being manipulated)) Not equal to (Owner of (Hero manipulating item))
            • Then - Actions
              • Hero - Drop (Item being manipulated) from (Hero manipulating item)
            • Else - Actions
This Work [Solved]
 
Status
Not open for further replies.
Back
Top