Would it be possible to create a trigger that has this outline...
when 'any unit' sells (pawns) 'any item'
if the item has 5 charges for example
Add to triggering players minerals the sum of: cost of triggering item * numCharges
There would be 6 of these generic triggers (for my items only stack up to 6) and all costs for different items would be handled by the stats - cost in the data editor?
Hi there. I have an item that has multiple charges. Sort of like a healing potion which can be used multiple times. Or more specifically a medkit with 6 total charges. The problem is...
When I sold an item with charges it was taking money AWAY from me. To fix this I changed the "Stats - Pawn Item Reduction" to a negative. Now when I sell the item I get money. Yay!
The problem is that when I sell an item that has 5 charges I get less money than when I sell an item with 3 charges. This doesn't make sense because an item with more charges should be worth more. Does anyone know how I can solve this or what is the problem? I've spent well over an hour looking and playing with things to no avail :(
It's been awhile but I've managed to figure it out on my own.
In the Actor tab of the item in question you go to event+ and double click. Create a new event using 'alias remove' as the first command followed by 'play unit sound board'. In the actor change the unit sound board to the selling sound and viola! When you 'sell' the item it will play the sound :D
Is there anyone out there with the knowledge or ability to help me with a small task?
I have created an item called: Orb of Farming. What I want to happen is...
When a hero picks up (and equips) Orb of Farming they are given an ability that allows them to build various buildings related to farming.
Here is another way to think of it. We have a hero SCV who can build Terran things. When he/she picks up Orb of Zerg the SCV is now able to build Zerg buildings as well as Terran buildings. If the SCV drops it they can only build Terran buildings.
Is there a way to do this?
IDEAS: I heard that you can give the hero the Build - Farming ability (One I create myself) right off the bat. The trick is to place it on the command card but hide / disable it until you equip the orb. But I don't know how to do this :(
Can anyone explain in a step by step manner how I would be able to hide the ability on the command card (and disable it) until an item is equipped. Ideally you would not be able to see the ability until it is enabled but if it has to be simply grayed out that works too.
Just wanted to say thanks to alejrb, it works perfectly!
I also wanted to say thanks to Zinatic for pointing out the potential abuse in being able to build multiple structures of the same type as long as they are not completed. Changing the state to queued or better fixed it :D
Is it possible to make it where a player can only build one of each type of building?
For example: If I have a custom bunker called House and player 1 builds a house he can no longer build anymore houses. If he tries to build one it says he already has one and needs to destroy it before building another house. I'm kind of new and not sure where or how to approach this.
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This might be a noob question bu...
I have a trigger with a local variable that I want to become equal to the cost an item.
I'm using: Catalog Field Value Get as Integer
localVariable = Value of Items "Grape" "Field Value" for player ( Owner of (triggering unit)) as an integer.
I cant figure out what to put for the field value or even if this is going to work. Any help or suggestions would be appreciated
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@LordSora: Go
But I suck at triggering and there doesn't seem to be a way to access the cost of a unit through triggers :(
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@LordSora: Go
Would it be possible to create a trigger that has this outline...
when 'any unit' sells (pawns) 'any item'
if the item has 5 charges for example
Add to triggering players minerals the sum of: cost of triggering item * numCharges
There would be 6 of these generic triggers (for my items only stack up to 6) and all costs for different items would be handled by the stats - cost in the data editor?
0
Are you serious? That's horribly depressing :(
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Hi there. I have an item that has multiple charges. Sort of like a healing potion which can be used multiple times. Or more specifically a medkit with 6 total charges. The problem is...
When I sold an item with charges it was taking money AWAY from me. To fix this I changed the "Stats - Pawn Item Reduction" to a negative. Now when I sell the item I get money. Yay!
The problem is that when I sell an item that has 5 charges I get less money than when I sell an item with 3 charges. This doesn't make sense because an item with more charges should be worth more. Does anyone know how I can solve this or what is the problem? I've spent well over an hour looking and playing with things to no avail :(
0
It's been awhile but I've managed to figure it out on my own.
In the Actor tab of the item in question you go to event+ and double click. Create a new event using 'alias remove' as the first command followed by 'play unit sound board'. In the actor change the unit sound board to the selling sound and viola! When you 'sell' the item it will play the sound :D
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You sir are awesome!
Many thanks
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Is there anyone out there with the knowledge or ability to help me with a small task?
I have created an item called: Orb of Farming. What I want to happen is...
When a hero picks up (and equips) Orb of Farming they are given an ability that allows them to build various buildings related to farming.
Here is another way to think of it. We have a hero SCV who can build Terran things. When he/she picks up Orb of Zerg the SCV is now able to build Zerg buildings as well as Terran buildings. If the SCV drops it they can only build Terran buildings.
Is there a way to do this?
IDEAS: I heard that you can give the hero the Build - Farming ability (One I create myself) right off the bat. The trick is to place it on the command card but hide / disable it until you equip the orb. But I don't know how to do this :(
Can anyone explain in a step by step manner how I would be able to hide the ability on the command card (and disable it) until an item is equipped. Ideally you would not be able to see the ability until it is enabled but if it has to be simply grayed out that works too.
0
Hopefully this is quick and easy for someone...
I've set up a shop according to this tutorial: http://www.sc2mapster.com/api-docs/getting-started-with-galaxy-edit/complete-hero/
Specifically: (Step 6: A Place to Sell)
And I want to know how to make it play a sound effect when I sell an item. Anyone know how?
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Just wanted to say thanks to alejrb, it works perfectly!
I also wanted to say thanks to Zinatic for pointing out the potential abuse in being able to build multiple structures of the same type as long as they are not completed. Changing the state to queued or better fixed it :D
0
Is it possible to make it where a player can only build one of each type of building?
For example: If I have a custom bunker called House and player 1 builds a house he can no longer build anymore houses. If he tries to build one it says he already has one and needs to destroy it before building another house. I'm kind of new and not sure where or how to approach this.
Any help is appreciated