Weapons for Halo Map....

Rinpun

Ex TH Member
Reaction score
104
Should I use regions with a gun doodad and floating text or items?

Well, now I have an inventory section settable. However, is there a way to make an item rejected by the inventory? Like in a few of the games I've played, I'd like to have it so that the rocket launcher either takes up two slots or makes the other slot rejectable to a machine gun. Same with all of the other two-handed weapons--like the Brute shot, Sniper rifle, Plasma sword, et cetera. Is this possible?
 
For 2 handed weapons you could use a trigger.

1.
Event: Unit buys an item
Condition: Item equal to whatever
Action: Create dummy item
Make last created item not dropable

2.
Event: Unit sells an item
Condition: Item equal to whatever
Action: Remove dummy item
 
I should have this closed. I'm glad for your help, but I've now just figured I'll assign weapons to "Regions". By entering the "Region" you change your type from, say, Master Chief SMG to Master Chief Shotgun when you step on the Shotgun region. You'll stay with the shotgun until another weapon's region is crossed.

The two item slots will stay--for there are healing kits (fully heal HP (useless since HP is Loooow) and MP (great because it runs your Overshield)). But, I may just use that idea for other items I add.
 
Lol. Well, my idea's working awesome, just make sure that the action has the condition of only changing if the unit type's different. Because, when I didn't do this, I couldn't move since the trigger is denoted by Conditions, not events. And, to make sure there WAS a unit, I had to use the practical "Do Nothing but generate a unit" event which is to move the unit somewhere. So, whenever I tried to move, I'd have my class changed and moved immediately back to the region and...well, it was a mess.
 
How can you tell the game to place the dummy item in a free inventory slot?
 
There's a Hero - item add trigger or something like that. I don't bother with such things so I can't give you the exact name. Sorry.

And then you have to create the dummy item. I don't think that's too hard--just get rid of everything useful and make the icon a universal icon and have the tooltip say "this is a space-waster that comes in when you bear this item" or something like that.
 
Well yeah.. that's the easy part.. I just can't find how to place the item in a free slot.
 
Well, "Hero - create item for Hero" will automatically add the item
to the Hero's inventory.
Unless it's full. Then it will appear at his feet...

Or do you want to find out first if there actually is a free slot to begin with?


HTH
AceHart
 
Yeah, I'd like the game to check if the hero has enough free slots when it buys the item (if not, remove it and give the gold back back)
 
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