Staredit Network > Forums > SC2 Assistance > Topic: [Solved] Item Stacking
[Solved] Item Stacking
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Aug 21 2010, 5:38 am
By: Riney  

Aug 21 2010, 5:38 am Riney Post #1

So Im at a point where Im trying to make the ammo system in my map. Problem is, I cant get items to either A. Spawn with a specific number as their stack rather than the max, and B. Stack the items in the Inventory.

Now spawning the item with a specified amount of stacks will do for now, but it is just giving me hell.

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Aug 21 2010, 8:53 pm Temp Post #2

How are you doing stacked items currently? You could look into charges as a way to do ammo instead of items, I am not sure how well it would work though.


Aug 21 2010, 10:28 pm Sand Wraith Post #3


IMO, you should just use a mainly trigger-based system that uses units with item-like properties applied to them.

I mean, something like make a unit based off of an SCV, remove all of its abilities, and change its Actor to an ammo box or something, change its name; at this point, give your main unit an ability that can trigger a trigger to "pick-up" the ammo unit.

And then move on to the Trigger Editor, where you do something like "whenever any unit enters the map, if the unit type is 'Ammo Box', then assign the unit 'item-like properties (e.g. invulnerability)' and set custom value index 0 to x."

Something along the lines of that; heavier trigger usage, less Data Editor usage. IMO, trigger-heavier systems are less of a headache to deal with.

Aug 22 2010, 1:03 am Temp Post #4

Trigger heavier systems are a terrible idea. Letting SC2 natively deal with many things allows you to put more load on your triggers, the less triggers firing the less chance your map will lag horribly. Won't matter for small-mid size projects but very large ones could take a hit if you do everything with triggers. Using the right tool for the right job is good practice.


Aug 22 2010, 9:03 pm Riney Post #5

Turns out I found something on a source I dont think is very noteworthly mentionable (but Ill link it in a pm if wanted) that added a few more triggers that stacked items for you, and found where items are in your inventory, as well as changing the stacks via triggers with rather ease.

This can be locked ;o

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[05:19 pm]
RdeRenato -- I thought the same, class damage, change things to "splash (enemy)" so as not to kill myself. Just my question appeared when I saw UMS without an ally splash, I have not seen post or anything about it
[02:55 pm]
Voyager7456 -- Splash (Enemy) is what Firebats do - it just prevents damage to your own units
[02:51 pm]
MTiger156 -- ...although in my case its ranged units vs. melee zombies and stuff
[02:50 pm]
MTiger156 -- I thought the "Splash (Enemy)" already does that. I've switched Arclite Shock Cannon ans Psi Storm to that and never had friendly-fire issues in PvE maps.
[02:48 pm]
O)FaRTy1billion[MM] -- they probably found some trickery with EUDs and like player IDs or something
[02:47 pm]
O)FaRTy1billion[MM] -- that's why i'm not sure how they did it
[02:16 pm]
Voyager7456 -- :thinking: nothing jumped out to me after looking at the damage functions
[01:48 pm]
O)FaRTy1billion[MM] -- there are EUD maps with splash that doesn't hit allies, but I'm not sure how they did it
[01:34 pm]
Voyager7456 -- Corbo
Corbo shouted: dem0n's gonna go in first round
We must work to allow the RAWRZ!!! ^_^ Monster the victory it has long deserved O_O
[01:33 pm]
Voyager7456 -- You need to do some GPTP plugin shit if you want to avoid that
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