- Joined
- Sep 2, 2009
- Messages
- 39
Hi, I'm creating a map there you should be able to pick up weapons.
I want it to work like this:
Entry 1:
Starting weapon is a bayonet.
When picking up a weapon, a trigger adds an ability.
This ability has charges and an effect that uses a behaviour to suppress the bayonet, and at the same time access the new weapon.
Every attack removes the behaviour and so the ability auto-cast the effect again (validator: unit has behaviour == 0)
Every time you pick up a weapon a Trigger it adds +X charges to the ability.
Entry 2:
When creating a weapon I add a behaviour that stack X times
upon picking up the weapon a trigger reads how many behaviours there is, and adds this to the ability.
I added an ability in a submenu that allows you to drop your main weapon.
When pressed, the ability removes the behaviour that suppresses bayonet and a trigger create the item and add X stack of a behaviour that is equal to your ability's charges remaining.
Added an arrayed string that keeps track of what weapon a unit have.
Entry 3:
When dropping a weapon, the drop ability removes all charges and a trigger creates a weapon and give it X charges of a buff.
Any solution of how to do this would be greatly appreciate!
Map name will be "Horror Mansion" (not out yet)
I want it to work like this:
- Picking up an item replaces your start weapon with a new weapon.
- New weapon shall use ammo.
- Ammo is displayed by an ability. (like abilities with charges do)
- Clicking the ability will drop the item.
- Picking up an identical item adds ammo to your weapon.
- Picking up a different item drops the old item and adds a new weapon.
- Picking up a dropped item gives the ammo the weapon had when dropped.
- Running out of ammo shall remove the item from inventory.
Entry 1:
Starting weapon is a bayonet.
When picking up a weapon, a trigger adds an ability.
This ability has charges and an effect that uses a behaviour to suppress the bayonet, and at the same time access the new weapon.
Every attack removes the behaviour and so the ability auto-cast the effect again (validator: unit has behaviour == 0)
Every time you pick up a weapon a Trigger it adds +X charges to the ability.
Entry 2:
When creating a weapon I add a behaviour that stack X times
upon picking up the weapon a trigger reads how many behaviours there is, and adds this to the ability.
I added an ability in a submenu that allows you to drop your main weapon.
When pressed, the ability removes the behaviour that suppresses bayonet and a trigger create the item and add X stack of a behaviour that is equal to your ability's charges remaining.
Added an arrayed string that keeps track of what weapon a unit have.
Entry 3:
When dropping a weapon, the drop ability removes all charges and a trigger creates a weapon and give it X charges of a buff.
- Make more weapons and grenades
- Difficulty adjustment
Map name will be "Horror Mansion" (not out yet)
Last edited: