HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

[Help] Avoiding Destructible Limit

01-19-2009, 12:45 AM#1
Tide-Arc Ephemera
Alrighty, so I'm making a map featured in the forest. I need to have trees, lots of trees. However there is a dilemma: the destructible limit.

I want to use the indestructible tree doodads, however there doesn't seem to be a base model and texture for it.

Would I have to get custom imports or is there a crazy voodoo method of making it work?
01-19-2009, 01:19 AM#2
Rising_Dusk
Haha, you happen to be the only person who can neither use No-Limits or JNGP because of your mac-ness. Those are the real seamless and easy ways to fix it.
01-19-2009, 01:23 AM#3
TriggerHappy
Can't you edit the miscdata (not sure on the correct filename) file in the UI folder, to change limits like that?
01-19-2009, 02:29 AM#4
Tide-Arc Ephemera
Quote:
Originally Posted by Rising_Dusk
Haha, you happen to be the only person who can neither use No-Limits or JNGP because of your mac-ness. Those are the real seamless and easy ways to fix it.

Don't rub it in...

Quote:
Originally Posted by TriggerHappy17
Can't you edit the miscdata (not sure on the correct filename) file in the UI folder, to change limits like that?
I'll try that later.
01-19-2009, 05:05 AM#5
Veev
Someone please get a Windows emulator for Tide. Or something.
01-19-2009, 08:00 AM#6
Rising_Dusk
Quote:
Originally Posted by Tide-Arc-Ephemera
Don't rub it in...
Imagine how much different the world of vJass would be if Vex used a Mac instead of a Linux computer.
01-19-2009, 09:19 AM#7
Shadow_killer
Cant you add the trees with triggers?
01-19-2009, 04:01 PM#8
Chocobo
wysiwyg > triggering (not much good with scale and variations to handle which wordledit can handle in single lines)
01-20-2009, 04:28 AM#9
Tide-Arc Ephemera
GetRandomReal should fix scale, GetRandomInt may or may not solve variation. Though there's also the silly unit placement cap... I think...
01-20-2009, 06:31 AM#10
Nuclear Arbitor
well if he really wanted to fix it and be cool he could get linux, which is free, and do a dual boot.
01-21-2009, 09:33 PM#11
vegavak
Emulate an operating system that can run NewGen. It's easy.
01-25-2009, 02:38 AM#12
Tide-Arc Ephemera
Quote:
Originally Posted by TriggerHappy187
Can't you edit the miscdata (not sure on the correct filename) file in the UI folder, to change limits like that?

Bump because I completely forgot about this topic due to all the "GET FUCKING WINDOWS" things, it's easier to say that than to do it (especially in my situation). So um, is there a file that can be edited to change the limit?
01-25-2009, 06:34 AM#13
Archmage Owenalacaster
If the gameplay of the map permits, perhaps you could place pathing & sight blockers in the densest areas of the forest where players cannot access. To have the appearance of a forest, one needn't have a forest's worth of trees. This alternative is only viable if the players do not have total vision, cannot destroy trees, and are unable to access the areas (by movement pathability, teleportation and such). Merely a suggestion, a work-around.
01-25-2009, 07:47 AM#14
Nuclear Arbitor
or put cliff. that doesn't kill ur doodad count anyway.
01-25-2009, 09:55 PM#15
ShadowWolf
You could make 'tree units'. That'd be extremely laggy though.