- Joined
- Jun 12, 2007
- Messages
- 1,261
No, I'm not asking how to do it, lolz.
I made these here 4 triggers to put a limit on weapons and shields.
But for some strange reason they don't work the way they should do.
I'm thinking the bug each other, but I just can't find out why.
Maybe u can see it?
I made these here 4 triggers to put a limit on weapons and shields.
But for some strange reason they don't work the way they should do.
I'm thinking the bug each other, but I just can't find out why.
Maybe u can see it?
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Only1Weapon
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Events
- Unit - A unit Acquires an item
- Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-class of (Item being manipulated)) Equal to Artifact
- Only1Weapon[(Player number of (Owner of (Triggering unit)))] Equal to False
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Then - Actions
- Set Only1Weapon[(Player number of (Owner of (Triggering unit)))] = True
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-class of (Item being manipulated)) Equal to Artifact
- Only1Weapon[(Player number of (Owner of (Triggering unit)))] Equal to True
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Then - Actions
- Set DropPointItemWeapon[(Player number of (Owner of (Triggering unit)))] = (Position of (Triggering unit))
- Item - Move (Item being manipulated) to DropPointItemWeapon[(Player number of (Owner of (Triggering unit)))]
- Floating Text - Create floating text that reads (PlayerColor[(Player number of (Owner of (Triggering unit)))] + You can only wield one weapon.) at DropPointItemWeapon[(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 (Random real number between 50.00 and 90.00) degrees
- Custom script: call RemoveLocation(udg_DropPointItemWeapon[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
- Set Only1Weapon[(Player number of (Owner of (Triggering unit)))] = True
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-class of (Item being manipulated)) Equal to Artifact
- Only1Weapon[(Player number of (Owner of (Triggering unit)))] Equal to False
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Then - Actions
- Set Only1Weapon[(Player number of (Owner of (Triggering unit)))] = True
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Able2PickUpWeapon
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Events
- Unit - A unit Loses an item
- Conditions
-
Actions
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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
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Then - Actions
- Set Only1Weapon[(Player number of (Owner of (Triggering unit)))] = False
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Else - Actions
- Set Only1Weapon[(Player number of (Owner of (Triggering unit)))] = False
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Only1Armor
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Events
- Unit - A unit Acquires an item
- Conditions
-
Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-class of (Item being manipulated)) Equal to Permanent
- Only1Armor[(Player number of (Owner of (Triggering unit)))] Equal to False
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Then - Actions
- Set Only1Armor[(Player number of (Owner of (Triggering unit)))] = True
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-class of (Item being manipulated)) Equal to Permanent
- Only1Armor[(Player number of (Owner of (Triggering unit)))] Equal to True
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Then - Actions
- Set DropPointItemArmor[(Player number of (Owner of (Triggering unit)))] = (Position of (Triggering unit))
- Item - Move (Item being manipulated) to DropPointItemArmor[(Player number of (Owner of (Triggering unit)))]
- Floating Text - Create floating text that reads (PlayerColor[(Player number of (Owner of (Triggering unit)))] + You can only wield one piece of armor.) at DropPointItemArmor[(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 (Random real number between 50.00 and 90.00) degrees
- Custom script: call RemoveLocation(udg_DropPointItemArmor[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
- Set Only1Armor[(Player number of (Owner of (Triggering unit)))] = True
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Item-class of (Item being manipulated)) Equal to Permanent
- Only1Armor[(Player number of (Owner of (Triggering unit)))] Equal to False
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Then - Actions
- Set Only1Armor[(Player number of (Owner of (Triggering unit)))] = True
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Able2PickUpArmor
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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 Permanent
- Only1Armor[(Player number of (Owner of (Triggering unit)))] Equal to True
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Then - Actions
- Set Only1Armor[(Player number of (Owner of (Triggering unit)))] = False
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Else - Actions
- Set Only1Armor[(Player number of (Owner of (Triggering unit)))] = False
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events