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?



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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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[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
[2026-7-10. : 11:00 pm]
Vrael -- :wob:
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