ok cool. Thank you. This helps me. The only problem is that like I have stated, I've been triggering loot tables manually, so the item isn't actually dropped, it's created. And I've been trying to use this function as a cleanup for any items that are created on the ground, not just for heroes. I think I may be able to work something with this, I do have another question that relates to this problem, though. Is there any possible way to pass a local variable from one trigger to another and run that trigger without creating a global variable? (Basically I'm trying to figure out how to do an object oriented method call in )the editor triggers
We have created a system where when items are picked up, they are placed in the hero inventory. I have recently added into the trigger a function to despawn an item that is dropped after 30 seconds. However, when the item is despawned, it will remove itself whether it is in the hero's inventory or not. I have tried a couple different tactics, and attempted to search for answers to no avail. Here is the trigger I am using:
Unit - Create 1 Cloth Feet for player 0 at (Position of Dead Unit) facing 270.0 degrees (No Options)
Variable - Set Item to Remove = (Last created unit)
General - Wait 30.0 Game Time seconds
Unit - Kill Item to Remove
Obviously, I am triggering the loot tables manually. We have been having problems trying to use the implemented loot tables. Also, I'm aware there may be a way to do this with either behaviors or actors, but I am unaware as to how to go about this. Does anyone have any suggestions on how to make this work properly?
I was trying to work with custom resources, but they won't add to them when I try to use triggers. The same triggers work when using minerals or vespene. Is There something I need to do to initialize them or something? Also, does anyone know of a way to make new custom resources? I need 5 for what I'm trying to do, but there are only 4 provided.
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@Talon0815: Go
ok cool. Thank you. This helps me. The only problem is that like I have stated, I've been triggering loot tables manually, so the item isn't actually dropped, it's created. And I've been trying to use this function as a cleanup for any items that are created on the ground, not just for heroes. I think I may be able to work something with this, I do have another question that relates to this problem, though. Is there any possible way to pass a local variable from one trigger to another and run that trigger without creating a global variable? (Basically I'm trying to figure out how to do an object oriented method call in )the editor triggers
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We have created a system where when items are picked up, they are placed in the hero inventory. I have recently added into the trigger a function to despawn an item that is dropped after 30 seconds. However, when the item is despawned, it will remove itself whether it is in the hero's inventory or not. I have tried a couple different tactics, and attempted to search for answers to no avail. Here is the trigger I am using:
Unit - Create 1 Cloth Feet for player 0 at (Position of Dead Unit) facing 270.0 degrees (No Options) Variable - Set Item to Remove = (Last created unit) General - Wait 30.0 Game Time seconds Unit - Kill Item to Remove
Obviously, I am triggering the loot tables manually. We have been having problems trying to use the implemented loot tables. Also, I'm aware there may be a way to do this with either behaviors or actors, but I am unaware as to how to go about this. Does anyone have any suggestions on how to make this work properly?
0
I was trying to work with custom resources, but they won't add to them when I try to use triggers. The same triggers work when using minerals or vespene. Is There something I need to do to initialize them or something? Also, does anyone know of a way to make new custom resources? I need 5 for what I'm trying to do, but there are only 4 provided.