In my map I have some structures that produce electricity (energy), and a modified medic heal ability that is used to transfer that power to other structures that need the energy to do stuff. The problem is that the ability automaticly shuts off if the targets energy is full or the casters energy runs out. I need the ability to stay on permanently until a player changes it, but of course I don’t want it to actually increase energy unless the castor has energy to give and I don’t want the casters energy to go down if the target is topped off. If something like this would be easier as a drain ability instead of a medic one, thats fine, but I have no idea how to make this work.
Does anyone know how to set this up? Thanks in advance.
In the map I'm working on I've got some buildings that produce electricity and then transfer it to things like turrents. I want the ability to be a constant beam type of thing so I tried modifying the medics heal ability to restore energy instead of life. I got that to work fine but I've run into a problem. When I give this ability to a structure, it can only use it on things that are perfectly to its right. I'm guessing that the problem is whenever I tell it to send energy elsewhere it wants to but cant because it cant turn and face the target.
How do I make an ability not require the caster to be facing the target?
Also, though not as important right now, I want this ability to stay active even once the targets energy is full. How do I do that? The beam also disappeared but I think I may know how to fix that.
My map is using an inventory system where there are specific slots that certain things like weapons have to go to be equipped in the container. That much works fine, but I need some sort of way to label the slots in the item container so players know where they have to equip certain items at. I’m wanting to use dialog boxes with text to label what goes where, but I can’t find how to trigger a trigger whenever a player opens the container to toggle the labels.
So my question is this, is there an event I can make that will fire when a player opens a units item container? I tried the event for when a player presses a button, but that didn’t work.
Anyone know how to do this or a work around to it?
Thanks
I mean for the weapon itself I guess. I want the items charge to indicate how much ammo is left and for the weapon to stop fireing if it is depleated. So far as I know whether or not the weapon has the charges to fire has to be based on the items charges, because players in my map need to be able to drop their weapon item to let other people use it.
I’ve done alittle bit of experimenting and if I give the weapon a limited charge, it sticks with that unit even if a different gun item is picked up. Also, since the weapon’s charge is decreasing and not the items, there is no visual indication of how much ammo left. While I might could fix that with triggers, it doesn’t let me have multiple of the same gun item, each with its own individual ammo amount.
All I need is for the items charge to decrease AS IF the weapon was an ability. I noticed some sort of “link” function thing in the same area as were charges are set. I haven’t figured out how it works but I might could use it to link the items charges with the weapons charges? Anyone know anything about that?
What I need is items that have charges for ammo. Each time the weapon is fired the charge decreases. This charge has to be consistent for the item even if it is drop, transfer to someone else, and what have you.
Can this be done through the data editor?
I'll also need to be able to transfer charged from “ammo” items to the players equipped weapon item but I'm guessing that will have to be done through triggers.
Hey everyone, I'm making a map that contains a lot of items that all do about the same thing. Thing is, each item will change a variable when used, so I'm needing a trigger that will run every time an item is used, determine its effect, the change variables accordingly. At first I though that I could make a big “if then else chain” to take care of everything thing but thats gona be nasty. Then I remember strings.
I don't know much about strings; is there a way I can make the trigger add or subtract from the variables based on an items description? That would make adding more items sooooo much less painful.
0
In my map I have some structures that produce electricity (energy), and a modified medic heal ability that is used to transfer that power to other structures that need the energy to do stuff. The problem is that the ability automaticly shuts off if the targets energy is full or the casters energy runs out. I need the ability to stay on permanently until a player changes it, but of course I don’t want it to actually increase energy unless the castor has energy to give and I don’t want the casters energy to go down if the target is topped off. If something like this would be easier as a drain ability instead of a medic one, thats fine, but I have no idea how to make this work.
Does anyone know how to set this up? Thanks in advance.
0
That did it, thank you!
0
In the map I'm working on I've got some buildings that produce electricity and then transfer it to things like turrents. I want the ability to be a constant beam type of thing so I tried modifying the medics heal ability to restore energy instead of life. I got that to work fine but I've run into a problem. When I give this ability to a structure, it can only use it on things that are perfectly to its right. I'm guessing that the problem is whenever I tell it to send energy elsewhere it wants to but cant because it cant turn and face the target.
How do I make an ability not require the caster to be facing the target?
Also, though not as important right now, I want this ability to stay active even once the targets energy is full. How do I do that? The beam also disappeared but I think I may know how to fix that.
Thanks
0
Bump
0
My map is using an inventory system where there are specific slots that certain things like weapons have to go to be equipped in the container. That much works fine, but I need some sort of way to label the slots in the item container so players know where they have to equip certain items at. I’m wanting to use dialog boxes with text to label what goes where, but I can’t find how to trigger a trigger whenever a player opens the container to toggle the labels.
So my question is this, is there an event I can make that will fire when a player opens a units item container? I tried the event for when a player presses a button, but that didn’t work. Anyone know how to do this or a work around to it? Thanks
0
I mean for the weapon itself I guess. I want the items charge to indicate how much ammo is left and for the weapon to stop fireing if it is depleated. So far as I know whether or not the weapon has the charges to fire has to be based on the items charges, because players in my map need to be able to drop their weapon item to let other people use it.
I’ve done alittle bit of experimenting and if I give the weapon a limited charge, it sticks with that unit even if a different gun item is picked up. Also, since the weapon’s charge is decreasing and not the items, there is no visual indication of how much ammo left. While I might could fix that with triggers, it doesn’t let me have multiple of the same gun item, each with its own individual ammo amount.
All I need is for the items charge to decrease AS IF the weapon was an ability. I noticed some sort of “link” function thing in the same area as were charges are set. I haven’t figured out how it works but I might could use it to link the items charges with the weapons charges? Anyone know anything about that?
Thanks
0
What I need is items that have charges for ammo. Each time the weapon is fired the charge decreases. This charge has to be consistent for the item even if it is drop, transfer to someone else, and what have you.
Can this be done through the data editor? I'll also need to be able to transfer charged from “ammo” items to the players equipped weapon item but I'm guessing that will have to be done through triggers.
0
Hey everyone, I'm making a map that contains a lot of items that all do about the same thing. Thing is, each item will change a variable when used, so I'm needing a trigger that will run every time an item is used, determine its effect, the change variables accordingly. At first I though that I could make a big “if then else chain” to take care of everything thing but thats gona be nasty. Then I remember strings.
I don't know much about strings; is there a way I can make the trigger add or subtract from the variables based on an items description? That would make adding more items sooooo much less painful.
I hope I'm making sense. Thanks for the help!