Staredit Network > Forums > SC2 Assistance > Topic: Dropping items into inventory with stacking
Dropping items into inventory with stacking
Dec 5 2012, 12:18 am
By: rockz  

Dec 5 2012, 12:18 am rockz Post #1

ᴄʜᴇᴇsᴇ ɪᴛ!

The devs are over at sc2mapster, so I figure I'll try my luck out here. I'm in no way affiliated with the map, nor do I have an unprotected copy of the map to really test, but perhaps someone can shed some light on possible errors. The game here is Night of the Dead, and in case you haven't played it, it's pretty much up there with RUSH in terms of epicness.

What is supposed to happen:
Custom button "Drop Magazine" is supposed to take 3 magazines from your equipped slot and create 1 magazine pack in your inventory. If you have a magazine pack in your inventory with a stack less than 3, it will increase the stack by 1.

What used to happen:
If you have a magazine pack in your inventory, dropping another set will increase the magazine pack to 4.

What currently happens:
If you have a magazine pack in your inventory, dropping another set will create 2 magazine packs and a negative magazine pack. If you fill up your inventory, the negative pack will be dropped on the ground, netting 1 extra magazine. If you have two magazine packs in separate stacks, the negative pack will count as positive, netting 2 extra magazines.

trigger


For ethical reasons I'm not going to post all the triggers, but perhaps an sc2 mapper will see something or can open up the full triggers and see if they can make anything of it.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 5 2012, 11:29 pm payne Post #2

:payne:

I have no idea how Magazines work, but I'd suggest posting the trigger in another format. I can't read that thing.
You can select a trigger and right-click for "Copy as Text". That's better imo.



None.

Dec 5 2012, 11:57 pm DevliN Post #3

Woah

That doesn't work if the triggers were written in that code rather than using the GUI.



:devlin: Currently Working On: :devlin:
Myself

Dec 6 2012, 3:23 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from payne
I have no idea how Magazines work, but I'd suggest posting the trigger in another format. I can't read that thing.
You can select a trigger and right-click for "Copy as Text". That's better imo.
I can't do that. If anything that's exactly what I did, because I opened the triggers and copied them as text...



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[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:
Please log in to shout.


Members Online: O)FaRTy1billion[MM], lil-Inferno, Symmetry