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Wierd attachment Problem

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Level 20
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Jan 6, 2008
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Hi as you all know ive been making a inventory for my map, ive managed to do it great so far, but ive reached a problem, the special effect creates at the unit, but only right hand, and when i drop / move it to bag it should delete, but it wont :eekani:

  • For each (Integer A) from Lagless to Lagless, do (Actions)
    • Loop - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SelectedDest Not equal to No destructible
          • TrackBoolean2[DropInt] Not equal to True
          • TrackBoolean2[(Integer A)] Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • EmptySlot[(Integer A)] Equal to True
            • Then - Actions
              • For each (Integer B) from 66 to 200, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Destructible-type of SelectedDest) Equal to ItemDestructibles[(Integer B)]
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Integer A) Greater than 14
                          • (Integer A) Less than or equal to 62
                          • EmptySlot[(Integer A)] Equal to True
                        • Then - Actions
                          • Set EmptySlot[DropInt] = True
                          • Set TempDestType = (Destructible-type of SelectedDest)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • DropInt Equal to 1
                              • TwoHandUsed Equal to True
                              • SelectedDest Equal to TwoHandDest
                            • Then - Actions
                              • Set EmptySlot[2] = True
                              • Set TwoHandUsed = False
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • DropInt Equal to 1
                            • Then - Actions
                              • Special Effect - Destroy ItemAttachment[DropInt]
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • DropInt Equal to 2
                            • Then - Actions
                              • Special Effect - Destroy ItemAttachment[DropInt]
                            • Else - Actions
                          • Destructible - Remove SelectedDest
                          • Set Point = (Position of SlotDests[(Integer A)])
                          • Destructible - Create a TempDestType at Point facing 180.00 with scale 0.78 and variation 1
                          • Set EmptySlot[(Integer A)] = False
                          • Custom script: call RemoveLocation(udg_Point)
                          • Trigger - Run DoodadFxRemove <gen> (ignoring conditions)
                        • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • And - All (Conditions) are true
                                • Conditions
                                  • (Integer A) Equal to 1
                                  • EmptySlot[(Integer A)] Equal to True
                                  • ItemSlot[(Integer B)] Equal to (Integer A)
                              • And - All (Conditions) are true
                                • Conditions
                                  • ItemSlot[(Integer B)] Equal to 1
                                  • (Integer A) Equal to 2
                                  • ItemOneHand[(Integer B)] Equal to True
                        • Then - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ItemTwoHand[(Integer B)] Equal to True
                              • ItemSlot[(Integer B)] Equal to 1
                              • EmptySlot[2] Equal to True
                              • EmptySlot[2] Not equal to False
                              • (Integer A) Equal to 1
                            • Then - Actions
                              • Special Effect - Create a special effect attached to the hand,left of Unit using ItemAttachmentString[(Integer B)]
                              • Set ItemAttachment[1] = (Last created special effect)
                              • Set EmptySlot[DropInt] = True
                              • Set TempDestType = (Destructible-type of SelectedDest)
                              • Destructible - Remove SelectedDest
                              • Set Point = (Position of SlotDests[(Integer A)])
                              • Destructible - Create a TempDestType at Point facing 180.00 with scale 0.78 and variation 1
                              • Set EmptySlot[(Integer A)] = False
                              • Custom script: call RemoveLocation(udg_Point)
                              • Trigger - Run DoodadFxRemove <gen> (ignoring conditions)
                              • Set TwoHandUsed = True
                              • Set EmptySlot[2] = False
                              • Set TwoHandDest = (Last created destructible)
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ItemOneHand[(Integer B)] Equal to True
                              • EmptySlot[2] Equal to True
                              • ItemTwoHand[(Integer B)] Equal to False
                            • Then - Actions
                              • Special Effect - Create a special effect attached to the hand,right of Unit using ItemAttachmentString[(Integer B)]
                              • Set ItemAttachment[2] = (Last created special effect)
                              • Set EmptySlot[DropInt] = True
                              • Set TempDestType = (Destructible-type of SelectedDest)
                              • Destructible - Remove SelectedDest
                              • Set Point = (Position of SlotDests[(Integer A)])
                              • Destructible - Create a TempDestType at Point facing 180.00 with scale 0.78 and variation 1
                              • Set EmptySlot[(Integer A)] = False
                              • Custom script: call RemoveLocation(udg_Point)
                              • Trigger - Run DoodadFxRemove <gen> (ignoring conditions)
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ItemOneHand[(Integer B)] Equal to True
                              • EmptySlot[1] Equal to True
                              • (Integer A) Equal to 1
                              • ItemTwoHand[(Integer B)] Equal to False
                            • Then - Actions
                              • Special Effect - Create a special effect attached to the hand,left of Unit using ItemAttachmentString[(Integer B)]
                              • Set ItemAttachment[1] = (Last created special effect)
                              • Set EmptySlot[DropInt] = True
                              • Set TempDestType = (Destructible-type of SelectedDest)
                              • Destructible - Remove SelectedDest
                              • Set Point = (Position of SlotDests[(Integer A)])
                              • Destructible - Create a TempDestType at Point facing 180.00 with scale 0.78 and variation 1
                              • Set EmptySlot[(Integer A)] = False
                              • Custom script: call RemoveLocation(udg_Point)
                              • Trigger - Run DoodadFxRemove <gen> (ignoring conditions)
                            • Else - Actions
                        • Else - Actions
                        • Else - Actions
                    • Else - Actions
            • Else - Actions
        • Else - Actions
 
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • ItemTwoHand[(Integer B)] Equal to True
      • ItemSlot[(Integer B)] Equal to 1
      • EmptySlot[2] Equal to True
      • EmptySlot[2] Not equal to False
      • (Integer A) Equal to 1
    • Then - Actions
      • Special Effect - Create a special effect attached to the hand,left of Unit using ItemAttachmentString[(Integer B)]
You have "EmptySlot[2] Equal to True" and then again "EmptySlot[2] Not Equal to False", which is the same.
  • For each (Integer A) from Lagless to Lagless, do (Actions)
Did you mean "from Lagless to (Lagless + 1)" here? Cause it makes no sense the way it is, it's like doing For each (Integer A) from 1 to 1, do (Actions)
That's why IntegerA is always 1 and not 2, because the limits of the loop are the same number.
 
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