How does one get the inventory size of a unit via the trigger editor? So far I've seen there's no specific function to do that, am looking to create a custom function, but the way to access the data catalog to obtain container slots isn't clear.
I found the fix. If the item's charge max count is equal to its start count, then it will reset to its start/max count if you use the trigger to consume the charges. So it's a matter of changing the max/start to different values to each other.
So the next question is, is this a bug? Can someone confirm this?
I found the fix. If the item's charge max count is equal to its start count, then it will reset to its start/max count if you use the trigger to consume the charges. So it's a matter of changing the max/start to different values to each other.
So the next question is, is this a bug? Can someone confirm this?
I found the fix. If the item's charge max count is equal to its start count, then it will reset to its start/max count if you use the trigger to consume the charges. So it's a matter of changing the max/start to different values to each other.
So the next question is, is this a bug? Can someone confirm this?
Hi there everyone. I am having a problem that concerns a critical component of gameplay of the map I'm developing. Posted this somewhere else, but I thought I should be clearer this time, and since it's urgent, here it is again.
So I have a 3 charge item where I consumed 2 through the trigger editor function provided. So all's left is 1 charge. What's stumping is when the 1 charge item is manually used, it resets to 3 and never goes down again.
What's most curious, is that a very similar item, does not have this problem at all. I even tried copying, renaming the item and the charge link, hoping to get the same results, but nay, the same fault reoccur. So my conclusion is that it has something to do with the changed charge link. I even tested retaining the same charge link for the duplicate item, still it kept resetting.
Of course, duplicate items of different sizes can be created and that'd solve the problem, but this game will have lot's of items, it'd be mind-boggling to create so many of the same sets of items just to work around this flaw.
I used a trigger to create an inventory item in a unit. Originally the item has 3 charge, I wanted it only to have 1, so I used a built-in function to consume 2 charges, so all's left is 1 charge. But in-game, when I use this 1 charge item, the item resets to 3 instead of being consumed as it should.
So my question is what when wrong and how to fix it?
Can't find a thread on this so here it is. After using the trigger to consume a newly created inventory item, everytime the item is used, instead of using another charge, it resets to its original charge size.
Anyone any ideas? The function used is Add <number> use charge <charge link> on unit <Last created inventory item>
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How does one get the inventory size of a unit via the trigger editor? So far I've seen there's no specific function to do that, am looking to create a custom function, but the way to access the data catalog to obtain container slots isn't clear.
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I found the fix. If the item's charge max count is equal to its start count, then it will reset to its start/max count if you use the trigger to consume the charges. So it's a matter of changing the max/start to different values to each other.
So the next question is, is this a bug? Can someone confirm this?
0
I found the fix. If the item's charge max count is equal to its start count, then it will reset to its start/max count if you use the trigger to consume the charges. So it's a matter of changing the max/start to different values to each other.
So the next question is, is this a bug? Can someone confirm this?
0
I found the fix. If the item's charge max count is equal to its start count, then it will reset to its start/max count if you use the trigger to consume the charges. So it's a matter of changing the max/start to different values to each other.
So the next question is, is this a bug? Can someone confirm this?
0
Hi there everyone. I am having a problem that concerns a critical component of gameplay of the map I'm developing. Posted this somewhere else, but I thought I should be clearer this time, and since it's urgent, here it is again.
So I have a 3 charge item where I consumed 2 through the trigger editor function provided. So all's left is 1 charge. What's stumping is when the 1 charge item is manually used, it resets to 3 and never goes down again.
What's most curious, is that a very similar item, does not have this problem at all. I even tried copying, renaming the item and the charge link, hoping to get the same results, but nay, the same fault reoccur. So my conclusion is that it has something to do with the changed charge link. I even tested retaining the same charge link for the duplicate item, still it kept resetting.
Of course, duplicate items of different sizes can be created and that'd solve the problem, but this game will have lot's of items, it'd be mind-boggling to create so many of the same sets of items just to work around this flaw.
So my question is how to fix it?
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@EarendilSphere: Go
bump
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@EarendilSphere: Go
bump
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@Kafoso: Go
No I was using 'Add Charge Used for Unit.' Yes the charge count of 3 is needed...
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@Kafoso: Go
Okay.
I used a trigger to create an inventory item in a unit. Originally the item has 3 charge, I wanted it only to have 1, so I used a built-in function to consume 2 charges, so all's left is 1 charge. But in-game, when I use this 1 charge item, the item resets to 3 instead of being consumed as it should.
So my question is what when wrong and how to fix it?
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@Molsterr: Go
Hmm. What about for inventory items? The same principle didn't work there.
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bump
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Can't find a thread on this so here it is. After using the trigger to consume a newly created inventory item, everytime the item is used, instead of using another charge, it resets to its original charge size.
Anyone any ideas? The function used is Add <number> use charge <charge link> on unit <Last created inventory item>
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@Molsterr: Go
I'm having the same problem. But can you be clearer?
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@s3rius: Go
Cool s3rius. It worked smoothly w/o errors from the brute force testing.
Thanks a lot.
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bump again