| 02-09-2009, 02:52 PM | #1 |
First off: gods, was a long time since I hung around in here. Well. Didn't do a whole lot of hanging in the first place anyhow, but... geez... that was just three years ago? Time flies. So, out of the blue, I suddenly reacquired an interest for terraining, and what with all the New Fancy Schmancy Features (that is, anything released in the past... 24 months) I suddenly stumbled across this here... ah, "Environment - Change Terrain Type" trigger. I'm using WEU here. Aaand... I was, like. "Woah." You can change terrain inside the game with triggers nowadays? What I'd want to do then is to be able to change all the terrain of a specific tile inside a specific region to another tile - I mean, "hello!", summer/winter variations and so forth. However, I didn't quite figure out how to do that tile-switch - that trigger I found only seems to work with circles and rectangles. While I was at it, I also got a bit caught up in switching trees and other destructibles - the idea'd be to create summer/winter variations of things and switch accordingly. Thought it'd be easier picking every destructible-tree of a particular type in a particular region and replace them, with a different sort of tree (same model, wintry texture) with the same scale, variation, height and all that. Didn't find anything immediately obvious, so any notions on that are welcome, too. So, any thoughts on how to do it - terrain-switch and destructible-switches? I guess the functions have been around for years, someone must've ironed out a way to use it as an in-game terrain-tile-switch, and combined as a full-scale season-switch. Much obliged! |
| 02-09-2009, 04:48 PM | #2 |
I would think this post would be more suited in the triggers and script section. The solution to terrain switching would be to set-up a bunch of parallel arrays that "convert" a terrain ID from one type to another. So you would read the terrain like a grid and change each tile according to the table. Destructables would be the same thing. |
| 02-09-2009, 05:42 PM | #3 |
Pretty much reposted it in the trigger forum, but thought I could ask here, though, if you answer, feel free to do so in the trigger-forum-thread. Well, first of all, thankies for the suggestion - but I am, of course, hardly experienced enough in the ole editor to make too much sense out of it. I figure it's a matter of setting up one array, and automating the process of making every index of it an array, too, to store the tile-information of damn well near every coordinate of the map. Or... uh, every 125th whole coordinate; is that the distance between every, uh, tile-node? Just hovered my mouse around over the grid in the editor. Oh dearie, pondering this thingie, but not making too much sense out of it, I'm afraid. I guess one'll loop the terrain-changing trigger with its effect set as small as possible - tile variation aint conveyed by itself, is it? It would be lost, yes? And then one'd... oh... push in the coordinates somehow. Maybe external counters... or... one counter'd be the main-array, and then a second one to work your way through the sub-arrays... well, does demand some thinking, it does! Would love if you'd care to give a more detailed approach on it - I suspect that'd slightly cut short on the time it'll take me to figure this thing out! Ach, but this should be moved to the trigger-forum, true enough. Afraid my extra thread there will just confuse things. Aiah. |
