Staredit Network > Forums > SC2 Assistance > Topic: Consumable Item Difficulties
Consumable Item Difficulties
Oct 1 2010, 8:21 am
By: Alzarath  

Oct 1 2010, 8:21 am Alzarath Post #1

Praetor

So I'm trying to learn about items and whatnot, but I'm stuck. What I'm trying to do is change an items charge count. It's strange, I seem to only be able to have an item that has 5 charges, or 1 charge. I assume this is at fault that I'm duplicating a health potion from the test items. But how would I successfully alter how many charges it can have?



None.

Oct 1 2010, 1:37 pm Temp Post #2



Count Start changes the number of starting charges while Count Max changes the number of maximum charges the item can have. If you would like the change the number of charges after the item has already been picked up you need to use triggers.



None.

Oct 1 2010, 3:54 pm Ahli Post #3

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

The GUI editor lacks some direct item support with triggers.
This may help you. I made my hero dropping items with that.




Oct 1 2010, 6:57 pm payne Post #4

:payne:

This might be of interest as well: http://www.staredit.net/topic/12440/



None.

Oct 2 2010, 8:59 pm Alzarath Post #5

Praetor

Sorry, I think I worded that wrong. When I say I want to alter how many charges they have, I mean by default. The max charges only seem to be capable of using either 1 or 5 charges. When I try to set an item to 10 max, 10 start, and 1 use, it shows that it has 10 and the ability is used from the item, but the charges remain untouched, no matter how many times i use it.

EDIT: I just resorted to making them from scratch. I guess Blizzard just sucks at making example items, never duplicate from them. :|

EDIT2: I have 1 more tiny issue. I have a few items that go underground a bit when they have 0 height. I have it so they are 0.15 and 0.05 in height. When I pick them up and drop them, their height resets to 0. I've tried setting the height in the UI and Events for when the actor is created. I see nothing in the events that'd relate to items or dropping. Anyone know how I could solve that?

EDIT3: I also found another problem. When I select one unit and select another, the item slots from eachothers' inventories seem to overlap eachother for some reason. I'll post screenshots later.

Post has been edited 4 time(s), last time on Oct 4 2010, 9:54 pm by Artanis186.



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[07:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
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Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
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