Weapon Attachements and Item Slots.

WackO_WilL

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Hello, I have been working on a survivor map, For a while now. I am stuck on this trigger for quite some time.

Its suppose to allow a certain Type of unit to show the Model of an imported item, In its left hand in Item Slot 1. But if you move that same item over to Item slot 2, It Appears in your right hand. And disappear in your left hand. If it is moved to slot 3,4,5, and 6. It is not shown, And loses its Stats it gives. :p

Code:
Club L hand pick up
    Events
        Unit - A unit Acquires an item
    Conditions
    Actions
        If (((Item-type of (Item being manipulated)) Equal to Club) and ((Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 1))) then do (Special Effect - Create a special effect attached to the Left hand of (Triggering unit) using Tonfa.mdx) else do (Special Effect - Destroy (Last created special effect))

This is the unholy piece of crap I have mustered up so far. :nuts:

I also have another trigger that I need to figure out. I have a bow Item, and Arrow Items. The Bow is suited in Weapon Slot 1, and show up on the left hand. Arrows are then set in Weapon slot 2. How would I set up changing My survivors attack range to 1200. Attack speed of 2.00, and set it up where Every time he shoots, An Arrow is taken from the stack in Weapon slot number two, And none from 3,4,5,and 6. I really don't know what trigger to tackle this with. :confused:

:banghead: These are very hard triggers for me. these are what are holding me back from finishing my newer (less buggy, More realistic, And funner) version of my map.

Thanks in advance -
Wacko_Will :)
 
S

scythetleppo

Guest
hi, you are thinking about the trigger you are trying to make, in a very difficult fashion.

try to remember that it only has to APPEAR a certain way, you can basically rig anything up to simulate it. let me explain.

I also have another trigger that I need to figure out. I have a bow Item, and Arrow Items. The Bow is suited in Weapon Slot 1, and show up on the left hand. Arrows are then set in Weapon slot 2. How would I set up changing My survivors attack range to 1200. Attack speed of 2.00, and set it up where Every time he shoots, An Arrow is taken from the stack in Weapon slot number two, And none from 3,4,5,and 6. I really don't know what trigger to tackle this with

the part you are having a hard time understanding i think, is the arrows. i would do this:

when he gets the bow, actually give him let's say 20 stackable 'arrow' items, so he has:

[bow][arrows20]

with the little numbers in it. then do

-every time he attacks
-subtract one of those items from slot 2. also you could make it cast a spell that does nothing. either way you want the number to go down. when he runs out of arrows (you do a check like this:

if he has more than one item in that slot that is the items you are talking about then remove one. otherwise message him 'you have no arrows'. note this would still allow him to attack, i'm just giving you idea.
 

Ghan

Administrator - Servers are fun
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You could create a custom charged item and just remove charges when arrows are used.
 

WackO_WilL

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Thanks, But I don't want to make it where you have to click for each arrow.
And thanks Scyth, That helps a ton :D
 

Ghan

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> Thanks, But I don't want to make it where you have to click for each arrow.

You wouldn't have to. You could use a trigger to change the charges.
 

Ghan

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Bump rules are once per 24 hours. ;)

As I said, you could create an item with, say 20 charges to start, then when unit attacks, have the trigger subtract 1 from the charges. If there are no more charges, it cancels the attack.
 

WackO_WilL

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Yes, I have used yours, And the other guys, And kinda Combined them, and i got it, But now i just need the melee Attack, Im stumped on it, Thanks for the ideas thought Big help +repp
 

Ghan

Administrator - Servers are fun
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Well, for the special effects, are you going to have multiple items that have different special effects? If so, how many? I think you'll probably have to use a variable for each special effect so you can destroy it when finished. Also, you need to have a separate action for each effect in order to create the effect in the correct place.
 

WackO_WilL

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I should also Make it clear, You can tame pets and pets have invintory slots, So they can pick up weapons, and other items and haul them around. So i need a Comparison, But that wont be a problem.

Here is an Attachment of the Items I am Implementing, Its alot of work, But they are all operated on the same Base Trigger. So when I figure out the First trigger. I can just modify it to the other properties that I want. There are so far 28 Wearable items, And there will be more, For at least tier 5. But, I want to finish what I already have. Because when work seems over whelming, It makes it harder.

Unit AS Means, Units attack speed. And Build type means, From Your main character or a building.
 

Attachments

  • Survivor Stats.JPG
    Survivor Stats.JPG
    278.5 KB · Views: 59

WackO_WilL

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Bump? (I dont know how to work variables well, And from what youve shed on me, This is a variable Situation, AS these times come all too often anymore)
 

Nazdra

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There is a easy way. Just make an item ability, such as an orb, and make fill the art way to the club
Art - Target (The club)
Art - Target Attachement Point (The hand u want to put it)
EDIT : For the pet and thing, just make a little and easy trigger that replaced the item that got the special effect by another item that got the same name, but no ability, so with none special effect. And when he drop it, to make the item exchange once more.
 

WackO_WilL

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ah yes, i know, But i want it so depending on the slot it is, IT will trigger for that player, And which hand. And when the player removes it, It Dissapears or (Disarms) him. Thanks though.
 

Nazdra

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Np, anyway. U could make the attack of the unit, for the disarm things, 1-0. It will attack, but it wont deal damage (or it wont deal alot ^^) And make the item give a big damage bonus. ;) So, if disarm, it will fight barehand, but, as real life, it wont really hurt
 

WackO_WilL

New Member
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4
Hmm, I Need a basic trigger to mess around with, But i just dont know how to get started. If you happen to find another post that covers this, On any webbie, lemme know. Further more, What trigger would i use to make an item give a unit an Abillity? And an Item to make a unit loose an abillity?
 
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