So has anyone figured out how to create a powerup? the kind that doesn't need an inventory and is used on pickup?
I've tried a few things and looked at the XML edited map but the powerup part seems to be incomplete in that and now I'm wondering if anyone has managed to actually make one.
I've yet to find any setting powerup-related but have tried a few things from items like adding a event on equip to apply an effect which removes the item but that didn't seem to work, then I tried it on use and figured out it just killed/splat the marine i was using but then I just ended up using a hero with a single inventory slot and using triggers to apply buff etc. to a unit and remove the item which seems to work for now.
All except for the ugly grey box which does nothing but look dull.
I found a cheapy way to make a powerup without the inventory button, all you need to do is when you add the button for the inventory, make sure it is set to nothing, not None but like nothing, set the class to whatever you like(probably make one called Powerup), then create an Item to fit into that slot.
Create a behaviour buff, link an effect to it and then onto the item(assuming you've created an item) then do some trigger stuff to kill the item after it has been picked up.
First you have to add a command to the 'TAKE' command from the inventory ability, anything will do, just make sure you can find it when in the trigger editor.
Next you go into the actual trigger editor and make some hacky command to remove the item like so:
Event - Any Unit Uses an Ability( In my case it was Cancel at Generic1 - Any)
Set Variable 'Item' = Item Carried By Triggering Unit in Slot 1
If (UnitType(Item) == Whatever) {
Unit - Remove Unit from game
}
Seems to work so, that is probably what I'll be doing for a while.
Having 1 Inventory that is not visible because there is no 'button' and then creating a inventory with a button should work hopefully.
In my TD I do powerups by giving them a weapon which has the scan filters set up to search for any heroes within a range of 1, and the weapon effect destroys the powerup and applies a behavior to the hero. No need for mucking around with items.
Well I've figured out a solution that doesn't require an inventory and still requires the powerup to be clicked on. Make a Set effect that links to whatever you want the powerup to do, and add "Suicide (Remove)" to the end of the set. Then set the unit's Powerup Effect field to that effect. Whenever a unit uses the powerup (which requires clicking on it, not just proximity) the powerup effect will be triggered and then the powerup will remove itself.
This does not require the triggering unit to have an inventory.
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So has anyone figured out how to create a powerup? the kind that doesn't need an inventory and is used on pickup?
I've tried a few things and looked at the XML edited map but the powerup part seems to be incomplete in that and now I'm wondering if anyone has managed to actually make one.
No, though I'm curious to learn what you've tried and which parts did or didn't work.
I've yet to find any setting powerup-related but have tried a few things from items like adding a event on equip to apply an effect which removes the item but that didn't seem to work, then I tried it on use and figured out it just killed/splat the marine i was using but then I just ended up using a hero with a single inventory slot and using triggers to apply buff etc. to a unit and remove the item which seems to work for now.
All except for the ugly grey box which does nothing but look dull.
I found a cheapy way to make a powerup without the inventory button, all you need to do is when you add the button for the inventory, make sure it is set to nothing, not None but like nothing, set the class to whatever you like(probably make one called Powerup), then create an Item to fit into that slot.
Create a behaviour buff, link an effect to it and then onto the item(assuming you've created an item) then do some trigger stuff to kill the item after it has been picked up.
First you have to add a command to the 'TAKE' command from the inventory ability, anything will do, just make sure you can find it when in the trigger editor.
Next you go into the actual trigger editor and make some hacky command to remove the item like so:
Event - Any Unit Uses an Ability( In my case it was Cancel at Generic1 - Any)
Set Variable 'Item' = Item Carried By Triggering Unit in Slot 1
If (UnitType(Item) == Whatever) {
Unit - Remove Unit from game
}
Seems to work so, that is probably what I'll be doing for a while.
Having 1 Inventory that is not visible because there is no 'button' and then creating a inventory with a button should work hopefully.
In my TD I do powerups by giving them a weapon which has the scan filters set up to search for any heroes within a range of 1, and the weapon effect destroys the powerup and applies a behavior to the hero. No need for mucking around with items.
@RileyStarcraft: Go
so your power ups don't even require a click? because there are cases where people would like a bit more control over things
Well I've figured out a solution that doesn't require an inventory and still requires the powerup to be clicked on. Make a Set effect that links to whatever you want the powerup to do, and add "Suicide (Remove)" to the end of the set. Then set the unit's Powerup Effect field to that effect. Whenever a unit uses the powerup (which requires clicking on it, not just proximity) the powerup effect will be triggered and then the powerup will remove itself.
This does not require the triggering unit to have an inventory.