Hi,
I am trying to achieve a quest-like system. More in detail: a player obtains an item at the base, then goes around killing stuff until one drops what he wants. Then it should return to the quest giver and return the items in order to continue with the questline. What I cannot do is the following: when the user obtains the items required for the quest he need to go to the base. Once there a trigger would be fired (entered zone xy where quest giver is located) to check if it has the quest items required. This is the trigger:
How can I say that "Value 2" has to be an Apple (item defined in the data editor)?
Hi,
I am trying to create a shop where a player can buy upgrades for himself and his creatures. I want to reproduce the behavior of the upgrades just like in engineering bay: once you buy upgrade lvl 1 it disappears from the command card and the same upgrade lvl 2 appears in its position. I have declared two upgrades (lvl 1 and lvl 2), created two different buttons, linked the button with the upgrade in a "research" ability and finally set the command card of the building as follows:
The problem is that when the lvl 1 upgrade is bought, it does not remove itself from the command card in order to leave the place for the lvl 2 upgrade. Am I missing some steps?
The item itself didn't have any flags. I wen to check the unit related to that item and the invulnerable flag was already set. Then I proceeded to increase that unit's health (as you suggested) to 100k and a regen of 100k and the problem seems to have disappeared. Thank you =)
PS: how is it possible that the item in the inventory disappeared even when the invulnerable flag was set?
The event that causes the item to disappear is caught by a trigger that catches the "Item is exhausted" event. How can I prevent the destruction of an item by damage? I cannot see the flag "indestructible" in the item...
Hi. I have a small problem. I created an item shop where my hero can buy items (weapons). When the hero buys an item it gets placed in its inventory and the weapon is correctly applied. What happens is that after some (random) number of shots some items just disappear. I thought it could be a "charge" attribute inside the weapon itself but couldn't find anything...any suggestions on what may cause this?
Just for info, here is my item (created upon diamondback's rail gun weapon)
Thanks to everyone for the hints. I solved the problem: the two weapons were sharing the same turret, hence only one could "be using it" preventing the other weapon from turning the turret in order to fire :)
Hi. I have a problem: I have a unit which has 2 different weapons, one that only targets units and another one that attacks only structures. Now the problem is that when my hero is attacking a structure if an enemy unit comes nearby the weapon responsible for killing unit does not trigger. I think this is because the hero is "focused" on attacking the structure hence "disabling" the weapon that takes care of the units.
Solved by selling the upgrades in a shop controlled by the user (it does not matter the vicinity of the hero to the shop of the upgrades) while the item shop is only accessible when an hero is nearby :)
Hi,
I've started a sc2 arcade map recently and I'm having a problem. I have a neutral shop (just like the ones in wc3, once you go near it with your hero you can purchase) that sells both items and upgrades. The problem is that when I buy an upgrade (say a simple Combat shield) my marines won't get affected by the upgrade. Instead, if I set the shop to be owned by me (say player 1) then the upgrade takes effect. The downside of this solution is that I loose the ability to buy only when the Hero is near: in fact I am able to purchase from the other side of the map and the item will simply drop on the ground (even tough it was set to not droppable...). Any suggestions on a workaround or a fix?
0
Hi, I am trying to achieve a quest-like system. More in detail: a player obtains an item at the base, then goes around killing stuff until one drops what he wants. Then it should return to the quest giver and return the items in order to continue with the questline. What I cannot do is the following: when the user obtains the items required for the quest he need to go to the base. Once there a trigger would be fired (entered zone xy where quest giver is located) to check if it has the quest items required. This is the trigger:
How can I say that "Value 2" has to be an Apple (item defined in the data editor)?
0
Hi, I am trying to create a shop where a player can buy upgrades for himself and his creatures. I want to reproduce the behavior of the upgrades just like in engineering bay: once you buy upgrade lvl 1 it disappears from the command card and the same upgrade lvl 2 appears in its position. I have declared two upgrades (lvl 1 and lvl 2), created two different buttons, linked the button with the upgrade in a "research" ability and finally set the command card of the building as follows:
The problem is that when the lvl 1 upgrade is bought, it does not remove itself from the command card in order to leave the place for the lvl 2 upgrade. Am I missing some steps?
0
The item itself didn't have any flags. I wen to check the unit related to that item and the invulnerable flag was already set. Then I proceeded to increase that unit's health (as you suggested) to 100k and a regen of 100k and the problem seems to have disappeared. Thank you =)
PS: how is it possible that the item in the inventory disappeared even when the invulnerable flag was set?
0
The event that causes the item to disappear is caught by a trigger that catches the "Item is exhausted" event. How can I prevent the destruction of an item by damage? I cannot see the flag "indestructible" in the item...
0
Hi. I have a small problem. I created an item shop where my hero can buy items (weapons). When the hero buys an item it gets placed in its inventory and the weapon is correctly applied. What happens is that after some (random) number of shots some items just disappear. I thought it could be a "charge" attribute inside the weapon itself but couldn't find anything...any suggestions on what may cause this? Just for info, here is my item (created upon diamondback's rail gun weapon)
0
Thanks to everyone for the hints. I solved the problem: the two weapons were sharing the same turret, hence only one could "be using it" preventing the other weapon from turning the turret in order to fire :)
0
Hi. I have a problem: I have a unit which has 2 different weapons, one that only targets units and another one that attacks only structures. Now the problem is that when my hero is attacking a structure if an enemy unit comes nearby the weapon responsible for killing unit does not trigger. I think this is because the hero is "focused" on attacking the structure hence "disabling" the weapon that takes care of the units.
How can I allow "multiple targets"?
0
Solved by selling the upgrades in a shop controlled by the user (it does not matter the vicinity of the hero to the shop of the upgrades) while the item shop is only accessible when an hero is nearby :)
0
Hi, I've started a sc2 arcade map recently and I'm having a problem. I have a neutral shop (just like the ones in wc3, once you go near it with your hero you can purchase) that sells both items and upgrades. The problem is that when I buy an upgrade (say a simple Combat shield) my marines won't get affected by the upgrade. Instead, if I set the shop to be owned by me (say player 1) then the upgrade takes effect. The downside of this solution is that I loose the ability to buy only when the Hero is near: in fact I am able to purchase from the other side of the map and the item will simply drop on the ground (even tough it was set to not droppable...). Any suggestions on a workaround or a fix?