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Unit Research Progress, get triggering player?

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While making what I thought was a basic item upgrade system, I ran into a pretty solid bump.

A shop owned by player 0 (neutral) is where I buy the item upgrade. How do I reference myself in a trigger as the person "buying" the upgrade?


Unit - Any Unit research progress is Completed


UI - Display "1" for (Player group((Triggering player))) to Subtitle area

That is my very simply way of figuring out that "triggering player" doesn't work; despite the fact that in the
tooltip" for the event, it says that "triggering player" should reference the person who started the research.

The building has a research ability; an exact copy of one one I am using on my heroes; which works fine on them.

The button I am clicking and getting no result on, in the shop, is linked to an upgrade; the same way way it is in a similar, working trigger.

Any thoughts?
 
A shop owned by player 0 (neutral) is where I buy the item upgrade.
So "Player 0 (neutral)" is researching the upgrade.

How do I reference myself in a trigger as the person "buying" the upgrade?
Unit - Any Unit research progress is Completed
You did not comple the research, "Player 0 (neutral)" did. Whoever paid for it has nothing to do with who gets the research.

You have 2 options.
1. Make the shop be owned by you so you are doing the research.
2. Track when the upgrade is purchased. It should generate a player based resource event which you can tie with a research order to get who brought it.
 
really what the question was, is there any event response to signify that I was the person purchasing or initiating the research. I guess the answer is no.

It would be silly to give everyone 8 of their own shops, soooo....

Basing it on a "player resource change" is the only way? Considering in a hero arena, a players resources change on an "every second" basis, and there could potentially be a dozen players... Wouldn't that put a lot of unneeded stress on the system? An even firing a thousand times a minute for the entire game?

If I were to remake the system, using units rather than upgrades, would it be possible to get the player who purchased the unit from a neutral shop?

Shouldn't there be a "get buying unit" somewhere in this?
 
It is an item system though; I was attempting to get rid of the wc3 system of using dummy items to upgrade items.

I didn't think of a dialog system. Hmm, I have been using a lot of them, and they are perdy... I would then only have to check which dialog object was selected, make sure the person has the required minerals, and ... yeah.

Thanks for pointing the idea out.
 
Another problem...


Unit - Disable Inventory For "Unit"

Why can I not disable an inventory for a unit? every time I get "Function took too long" error. I have a unit in the map with an inventory. I type -2 to disable his inventory. I get an error saying it took too long, and his inventory is not disabled.

...Another...work...around?

How would I make it so that a player cannot move items around in a unit's inventory? ...Without have to write up conditions for every item and every inventory slot to move an item back to a slot of it is moved to another? That would just be messy editing.

Note: Simply saving his items into variables and removing his inventory ability is not a valid option. I need the stats from items to remain; but simply make it so a player cannot move his items.
 
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