Say I was making a map, and I wanted to create a database or whatever it is i would use to store items from the dtata editor. So so if player 1 equips Weapon, and if he has it equiped i can define what happens by that string? say for example, the effects, from which its pull from the dtata, to the range the item would have in game etc.
Hard to understand what you're asking, but you should take a look at the Catalog set of functions, they allow you to dynamically get and set game data and are indexed by the object identifier strings.
Ahh yea sorry, Just not sure how to engage in the act I want to do but I will learn.
What I ment was, being able to make weapons in the data editor, and also making an inventory system for my hero. So I define an weapon slot in my inventory, so whenever I put the weapon on I created in the data editor the weapon stats(effects,range, etc)will change.
The way I thought I would do it would be to create a string that looks at my traceline and sets the range my traceline has etc by whatever weapon i have equiped.@RileyStarcraft: Go
so are you just trying to create a weapon that you could equip, and when equipped the unit that equipped that weapon would get a bonus to for example health? Kinda confused by what your trying to say. You wouldn't need any triggers to change a units range when it equips a weapon, weapons determine the range and it can be done in the data editor alone.
Well not a bonus to health, but an actual change to the weapon.. say weapon 1 shoots a beam and does beamy things, then i equip weapon 2 and it shoots a homing seeking missle. Doable?
And another question, is it possible to add abilities via items equiped? @gizmachu: Go
@Sumsin: Go
You can change weapon by trigger using Disable weapon, and add weapon to a unit.
Or by Data afaik (item set behaviour on unit) and in Modifier of this behaviour you make one weapon disabled and add second weapon and make it enabled.
Adding ability when item equiped is also possible by triggers. Maybe also by data
1. creating validator - is XXX item equiped
2. creating requirement (using validator. use Show section in requirement).
3. Set this requirement to ability u need (OR in command card for button), not at pc right now, so cant check it.
4. Also you need to put this abilities in command card to unit you need.
This all should make premade buttons in unit command cards and just show|hide them when item is equiped.
Well see, I had something biger planned, or atleast a system/engine I want to work on.
I was going to go in and try to make it so I can have like 8 character slots on each players toon. 2 Trinkets, 2 rings, boots, helmet Chest armor and a weapon/maybe a secondary weapon. Whatever weapon player has equiped on his hero, left mouse shoots etc. Then I wanted to design basically a bar style system, so IF i make a talent tree, I could dialog up a lil hotbar 1-5, and whenever a player pushes the corresponding button for that ability, then that ability is used. I wanted to go one step further and try to implant like trinkets that could also be used via the hotkeys.
The thing is though, I want these hot keys to be dynamic, so if player a gets whatever abilities he can drag and drop those abilities to whatever key he wishes to correspond to said ability
The Is Equiped/inventory engine has to be very dynamic, as I would like to think there is a way where I can set up a database of some sort, and have my traceline Look at that database depending on what weapon a player has equiped, and respond to whatever params i have defined, as I said above, like weapon range, is it a continous attack or a single shot etc.
So in my traceline I could have like lookup WeaponNameEquiped, the database would tell my traceline which weapon it is, and then anything defined underthat name would be applied like( Weaponrange, singleshot, continuous shot etc) I could link that to my traceline, or a line in my string to identify whatever is set..@GECGEC: Go
I am not sure, but I think you can try using Set Catalog Value, for Unit, CommandCard[x].xxx to dynamicly control content of command card window and set there any ability you want.
Hmm, So whats the proper way to get ItemClass which would = weapon linked in game via triggers from the data editor. I cant find anything that sounds like it would do that...@GECGEC: Go
Itemclass would be what I would want to use to create a link from whatever weapon i have in that slot in game to my data editor, but I dont see a way to link like that, and even further I dont see How i would actually set whatever item is in the slot to be his weapon to react to left mouse clicks etc.. for that I only see environment Execute... but thats not what I want. As I want every single effect i got coming from whatever weapon i made being seen in third person(the tracers from start to finish, or a beam weapon i create)
and BTW I have the default UI disabled*
I assue its a catalog, but I just want to set up 1 function that will identify every field I have set in the data editor and relay to the trigger editor so as i said link, weapon range, the behaviors.. the dmg it does etc.
Lol, dont have the slightet clue where to start or how to use the catalog stuff though, so any help would be apreciated.
I guess what im asking is i need my left click ability to use whatever I have equiped which happens to be a weapon.I want it to be whatever he has in ItemClass slot.... I'm not sure how to refrence that.
Catalogs are a nightmare and a half.
I'm not sure what you mean by "Left Click Ability", I assume you are using a First/Third-Person view and left-click essentially attacks.
If this is the case, then when your unit 'attacks', they play two animations:
One is the unit's "Attack" animation, which causes it to take a "firing weapon" stance or whatever it does.
The other is the "effect" created by the weapon, which is bullets in the case of the marine, beams in the case of the colossus, etc.
Say I was making a map, and I wanted to create a database or whatever it is i would use to store items from the dtata editor. So so if player 1 equips Weapon, and if he has it equiped i can define what happens by that string? say for example, the effects, from which its pull from the dtata, to the range the item would have in game etc.
Hard to understand what you're asking, but you should take a look at the Catalog set of functions, they allow you to dynamically get and set game data and are indexed by the object identifier strings.
Ahh yea sorry, Just not sure how to engage in the act I want to do but I will learn.
What I ment was, being able to make weapons in the data editor, and also making an inventory system for my hero. So I define an weapon slot in my inventory, so whenever I put the weapon on I created in the data editor the weapon stats(effects,range, etc)will change.
The way I thought I would do it would be to create a string that looks at my traceline and sets the range my traceline has etc by whatever weapon i have equiped.@RileyStarcraft: Go
so are you just trying to create a weapon that you could equip, and when equipped the unit that equipped that weapon would get a bonus to for example health? Kinda confused by what your trying to say. You wouldn't need any triggers to change a units range when it equips a weapon, weapons determine the range and it can be done in the data editor alone.
Well not a bonus to health, but an actual change to the weapon.. say weapon 1 shoots a beam and does beamy things, then i equip weapon 2 and it shoots a homing seeking missle. Doable?
And another question, is it possible to add abilities via items equiped? @gizmachu: Go
I have seen this in a map don't remeber which one but it used some variables to change the traceline function.
@Sumsin: Go You can change weapon by trigger using Disable weapon, and add weapon to a unit.
Or by Data afaik (item set behaviour on unit) and in Modifier of this behaviour you make one weapon disabled and add second weapon and make it enabled.
Adding ability when item equiped is also possible by triggers. Maybe also by data
1. creating validator - is XXX item equiped
2. creating requirement (using validator. use Show section in requirement).
3. Set this requirement to ability u need (OR in command card for button), not at pc right now, so cant check it.
4. Also you need to put this abilities in command card to unit you need.
This all should make premade buttons in unit command cards and just show|hide them when item is equiped.
Well see, I had something biger planned, or atleast a system/engine I want to work on.
I was going to go in and try to make it so I can have like 8 character slots on each players toon. 2 Trinkets, 2 rings, boots, helmet Chest armor and a weapon/maybe a secondary weapon. Whatever weapon player has equiped on his hero, left mouse shoots etc. Then I wanted to design basically a bar style system, so IF i make a talent tree, I could dialog up a lil hotbar 1-5, and whenever a player pushes the corresponding button for that ability, then that ability is used. I wanted to go one step further and try to implant like trinkets that could also be used via the hotkeys.
The thing is though, I want these hot keys to be dynamic, so if player a gets whatever abilities he can drag and drop those abilities to whatever key he wishes to correspond to said ability
The Is Equiped/inventory engine has to be very dynamic, as I would like to think there is a way where I can set up a database of some sort, and have my traceline Look at that database depending on what weapon a player has equiped, and respond to whatever params i have defined, as I said above, like weapon range, is it a continous attack or a single shot etc.
So in my traceline I could have like lookup WeaponNameEquiped, the database would tell my traceline which weapon it is, and then anything defined underthat name would be applied like( Weaponrange, singleshot, continuous shot etc) I could link that to my traceline, or a line in my string to identify whatever is set..@GECGEC: Go
@Sumsin: Go
I am not sure, but I think you can try using Set Catalog Value, for Unit, CommandCard[x].xxx to dynamicly control content of command card window and set there any ability you want.
Hmm, So whats the proper way to get ItemClass which would = weapon linked in game via triggers from the data editor. I cant find anything that sounds like it would do that...@GECGEC: Go
Itemclass would be what I would want to use to create a link from whatever weapon i have in that slot in game to my data editor, but I dont see a way to link like that, and even further I dont see How i would actually set whatever item is in the slot to be his weapon to react to left mouse clicks etc.. for that I only see environment Execute... but thats not what I want. As I want every single effect i got coming from whatever weapon i made being seen in third person(the tracers from start to finish, or a beam weapon i create)
and BTW I have the default UI disabled*
I assue its a catalog, but I just want to set up 1 function that will identify every field I have set in the data editor and relay to the trigger editor so as i said link, weapon range, the behaviors.. the dmg it does etc.
Lol, dont have the slightet clue where to start or how to use the catalog stuff though, so any help would be apreciated.
Anyone?
I guess what im asking is i need my left click ability to use whatever I have equiped which happens to be a weapon.I want it to be whatever he has in ItemClass slot.... I'm not sure how to refrence that.
Catalogs are a nightmare and a half.
I'm not sure what you mean by "Left Click Ability", I assume you are using a First/Third-Person view and left-click essentially attacks.
If this is the case, then when your unit 'attacks', they play two animations:
One is the unit's "Attack" animation, which causes it to take a "firing weapon" stance or whatever it does.
The other is the "effect" created by the weapon, which is bullets in the case of the marine, beams in the case of the colossus, etc.
Biffu's tutorial will help with the inventory system, equippable weapons, etc. There's a part in there where he has you create "Hero Weapon", and that's exactly this.
http://www.sc2mapster.com/api-docs/getting-started-with-galaxy-edit/complete-hero/