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One Item Type per Hero

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Level 3
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Oct 3, 2008
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41
Hello Everyone,

I was wondering how to make it so that heros could only carry one weapon, one shield, one piece of body armour and so on. In my map, I have openable and closable gates, purchasable abilities, almost complete ai and so on. My weapons show up on my character so I dont want them to overlap. Can someone help please?
 
Level 13
Joined
Sep 14, 2008
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1 weapon only

There are several different item classifications like permanent,

031008152554_Bild1.JPG


You put all items of one type for example weapons in one class.

Then you create a trigger which looks similar to this one

031008152912_Bild2.JPG


That should work.

You can pm me if you have problems...

Azazel
 
Level 17
Joined
Jun 12, 2007
Messages
1,261
No offence but you didn't explain it very good DarkAngelAzazel.
There is a tutorial how to do this here.

You can also use the triggers below.
I based them of the tutorial, and in my opinion should be better because you wont have to make a trigger for each player, however I never tested it. xD

Read the tutorial and then you'll most likely know what my triggers say aswell, if u however don't understand it you can always ask me to explain it better.


  • Only1Weapon
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-class of (Item being manipulated)) Equal to Artifact
          • Only1Weapon[(Player number of (Owner of (Triggering unit)))] Equal to False
        • Then - Actions
          • Set Only1Weapon[(Player number of (Owner of (Triggering unit)))] = True
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-class of (Item being manipulated)) Equal to Artifact
              • Only1Weapon[(Player number of (Owner of (Triggering unit)))] Equal to True
            • Then - Actions
              • Set DropPointItem[(Player number of (Owner of (Triggering unit)))] = (Position of (Triggering unit))
              • Item - Move (Item being manipulated) to DropPointItem[(Player number of (Owner of (Triggering unit)))]
              • Floating Text - Create floating text that reads You are already wea... at DropPointItem[(Player number of (Owner of (Triggering unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
              • Floating Text - Change the fading age of (Last created floating text) to 3.00 seconds
              • Floating Text - Set the velocity of (Last created floating text) to 15.00 towards 90.00 degrees
              • Custom script: call RemoveLocation(udg_DropPointItem[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
              • Set Only1Weapon[(Player number of (Owner of (Triggering unit)))] = True
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Item-class of (Item being manipulated)) Equal to Artifact
                  • Only1Weapon[(Player number of (Owner of (Triggering unit)))] Equal to False
                • Then - Actions
                  • Set Only1Weapon[(Player number of (Owner of (Triggering unit)))] = True
                • Else - Actions
                  • Do nothing
  • Able2PickUpWeapon
    • Events
      • Unit - A unit Loses an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-class of (Item being manipulated)) Equal to Artifact
          • Only1Weapon[(Player number of (Owner of (Triggering unit)))] Equal to True
        • Then - Actions
          • Set Only1Weapon[(Player number of (Owner of (Triggering unit)))] = False
        • Else - Actions
          • Set Only1Weapon[(Player number of (Owner of (Triggering unit)))] = False
Why use these? Since they should apply to all heroes instaid of making a trigger for each hero.
 
Level 13
Joined
Sep 14, 2008
Messages
1,408
No offence but you didn't explain it very good DarkAngelAzazel.

I wish the people would stop calling me "DarkAngelAzazel" :( I just put DarkAngel before that because only Azazel wasn't accepted.... :(
Plz just call me Azazel..

You can also use the triggers below.
I based them of the tutorial, and in my opinion should be better because you wont have to make a trigger for each player, however I never tested it. xD

^^ sure your right.. but i never understood how to use the trigger BB code...
Do i need to put the trigger in jass in the [TRIGGER.] [/TRIGGER.] thing?

Why use these? Since they should apply to all heroes instaid of making a trigger for each hero.

Oo but my trigger is not for one hero...
It says "a unit aquires an item" thats general isn't it? :confused:
 
Level 17
Joined
May 6, 2008
Messages
1,598
I wish the people would stop calling me "DarkAngelAzazel" :( I just put DarkAngel before that because only Azazel wasn't accepted.... :(
Plz just call me Azazel..



^^ sure your right.. but i never understood how to use the trigger BB code...
Do i need to put the trigger in jass in the [TRIGGER.] [/TRIGGER.] thing?



Oo but my trigger is not for one hero...
It says "a unit aquires an item" thats general isn't it? :confused:
No. You put JASS inside [code=jass][/code] tags.

A unit acquires is indeed general.
 
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