Hi. I've been looking through Bifuu's Hero Tutorial, and I'd like to adjust the steps on making containers to customize my own heroes. But that's a bit hard when the tutorial just tells you how to do things, and not why each step helps.
For instance, I'm confused as to why the tutorial involves making a WeaponClass when it isn't used anywhere else.
I'm also confused as to why there's a group of items without classes and not equipped added.
Well, I'm just really confused as to what I'm doing with items overall, I guess.
Classes let you assign certain items to certain slots. For instance you might have two containers (one for equipping items, and one for storage)
The container for equipping items will have the following:
index 1 with the class "WeaponClass"
index 2 with the class "Armor"
index 3 with the class "Accessory"
and so on, and so forth. Now depending on the class of the item, it will fill one of those slots. You're storage container will have no classes, therefore anything can be put there.
Well... okay, but that tutorial is messing me up. So I should actually make a slot for the WeaponClass?
Also, unrelated question.
I'm trying to use triggers to, at map initialization, randomly assign one of eight heroes to each player.
Not really sure how to go about doing that, though. The problem is keeping a hero from being assigned multiple times, and I'm not entirely sure how to prevent that.
If you want certain items to go in to certain slots, Think of it as a table.
For instance if you wanted 6 slots (3 columns x 2 rows) you would set them up accordingly
index 1 row0 column 0 - Weapon Class
index 2 row0 column 1 - Weapon Class
index 3 row0 column 2 - Armor Class
index 4 row1 column 0 - Armor Class
index 5 row1 column 1 - Accessory Class
index 6 row1 column 2 - Accessory Class
so the top two left boxes will hold your weapons, the 3rd box on the top right would hold armor
the 4th box on the bottom left would hold another armor, the two boxes on the bottom right would hold accessories.
for the random spawning of heroes and assign them to players, ill upload a simple map in a sec.
So does this mean the player wouldn't have the option of carrying/equipping 6 weapon class items instead of 2 armor 2 weapon 2 accessory?
I'm currently working on some heroes for a map also, just curious how the inventory is set up. I'm thinking of setting up more of a wow style interface for inventory. Something with a helmet slot, shoulders, legs, chest, weapon etc.
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Hi. I've been looking through Bifuu's Hero Tutorial, and I'd like to adjust the steps on making containers to customize my own heroes. But that's a bit hard when the tutorial just tells you how to do things, and not why each step helps.
For instance, I'm confused as to why the tutorial involves making a WeaponClass when it isn't used anywhere else.
I'm also confused as to why there's a group of items without classes and not equipped added.
Well, I'm just really confused as to what I'm doing with items overall, I guess.
Classes let you assign certain items to certain slots. For instance you might have two containers (one for equipping items, and one for storage)
The container for equipping items will have the following:
index 1 with the class "WeaponClass"
index 2 with the class "Armor"
index 3 with the class "Accessory"
and so on, and so forth. Now depending on the class of the item, it will fill one of those slots. You're storage container will have no classes, therefore anything can be put there.
Well... okay, but that tutorial is messing me up. So I should actually make a slot for the WeaponClass?
Also, unrelated question.
I'm trying to use triggers to, at map initialization, randomly assign one of eight heroes to each player.
Not really sure how to go about doing that, though. The problem is keeping a hero from being assigned multiple times, and I'm not entirely sure how to prevent that.
If you want certain items to go in to certain slots, Think of it as a table.
For instance if you wanted 6 slots (3 columns x 2 rows) you would set them up accordingly
index 1 row0 column 0 - Weapon Class
index 2 row0 column 1 - Weapon Class
index 3 row0 column 2 - Armor Class
index 4 row1 column 0 - Armor Class
index 5 row1 column 1 - Accessory Class
index 6 row1 column 2 - Accessory Class
so the top two left boxes will hold your weapons, the 3rd box on the top right would hold armor the 4th box on the bottom left would hold another armor, the two boxes on the bottom right would hold accessories.
for the random spawning of heroes and assign them to players, ill upload a simple map in a sec.
@HungryHipp0: Go
So does this mean the player wouldn't have the option of carrying/equipping 6 weapon class items instead of 2 armor 2 weapon 2 accessory? I'm currently working on some heroes for a map also, just curious how the inventory is set up. I'm thinking of setting up more of a wow style interface for inventory. Something with a helmet slot, shoulders, legs, chest, weapon etc.