ThySpektre
TH.net Regular
- Reaction score
- 10
Well I really have struggled with this as I hate trying to get spoon-fed but I don't see what I am doing wrong with this trigger or a better way to do it.
I am trying to make it such that if any player's hero (one per person) loses an item the following occurs.
1. If it is dropped on the ground it turns into a different item.
2. If it is given to another hero (all heros are MECHs in this game) it is removed from the receiver's inventory and handed back to the giver immediately.
3. If it is given to a non-hero unit (including a building) it is just given as normal.
4. If it is pawned at a shop, it is just pawned as normal.
Here is the current trigger. All seems to work well "most" of the time. Rarely though when an item is dropped on the ground it just disappears howver. I know it is a complicated trigger, but any help would be appreciated.
ThySpektre
I am trying to make it such that if any player's hero (one per person) loses an item the following occurs.
1. If it is dropped on the ground it turns into a different item.
2. If it is given to another hero (all heros are MECHs in this game) it is removed from the receiver's inventory and handed back to the giver immediately.
3. If it is given to a non-hero unit (including a building) it is just given as normal.
4. If it is pawned at a shop, it is just pawned as normal.
Here is the current trigger. All seems to work well "most" of the time. Rarely though when an item is dropped on the ground it just disappears howver. I know it is a complicated trigger, but any help would be appreciated.
ThySpektre
Code:
Dropped Weapon
Events
Unit - A unit Loses an item
Conditions
(Unit-type of (Triggering unit)) Equal to Vehicle (MECH) (mech)
Actions
Wait 0.01 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Item being manipulated) is owned) Equal to True
Then - Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has (Item being manipulated)) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Vehicle (MECH) (mech)
Then - Actions
Hero - Create (Item-type of (Item being manipulated)) and give it to (Triggering unit)
Item - Remove (Item being manipulated)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You may not give it...
Else - Actions
Else - Actions
Else - Actions
For each (Integer A) from 1 to 81, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to WeaponSelected[(Integer A)]
((Item being manipulated) is Hidden) Equal to False
Then - Actions
Unit - Create 1 MineType[(Integer A)] for (Owner of (Triggering unit)) at (Position of (Item being manipulated)) facing Default building facing degrees
Else - Actions
Item - Remove (Item being manipulated)