| 02-09-2009, 05:01 PM | #1 |
Okay-ee, long time, no see, not much of the seeing in the first place, but whatever. Made a similar post in the terraining-forum, realizing this is something of a repost, but anyhow, was suggested that this was more of a trigger thing... So, well. Blah, read on. Point of the matter is that I peered a bit at the old WEU and discovered some interesting functions which weren't there... eh... last time I checked - changing terrain tiles by triggers, for example. What I suddenly felt like doing was creating a map which could switch between seasons - a summer and a winter version, basically. What I want to be able to do, but haven't figured out in, ach, an hour of twiddling, is to 1) switch a specific tile inside a specified region with another tile (preferably keeping tile variations intact) and 2) switch destructibles of a particular type inside a given region, maintaining position in X, Y and Z axes, scale and variation. That is to say, I'd plan to make two versions of every tree-type: one with a summer texture, one with a winter. And at a given event, all trees would - poof - be given wintry appearances, but maintain all other aspects, preferably. I'm keen on the z-axis to stick; I do twiddle around quite a bit with that. WEU had some Advance-type trigger which allowed you to specify all these things - X, Y position, scale, variation, height(Z) - but I didn't manage to figure out how one could convert the values of one destructible into variables to use when placing the new one. The terrain-changing thing I found under Environment - Change Terrain Type, I believe. It seemed a clever tool, but I didn't figure out how, if possible, to change only a particular terrain type - it seemed limited to just circles and rectangles. Would be neat if one could, well, yeah, do what I want. Hee hee. Of course, I don't know very well the inner workings behind the terrain-change-thing. Would it put a huge load on the computers to switch terrain around like that in a big, action-filled multiplayer map? Much obliged! |
| 02-10-2009, 10:53 PM | #2 | |
Quote:
|
| 02-11-2009, 07:36 AM | #3 |
You'd have to iterate every single tile on the map and perform a few operations on it, so if the map is sufficiently large you'll hit the thread OP limit quite easily. Aside from that, I know of no way to keep destructible Z-height, variations, or even facing intact when replacing the destructibles, so the only way I can think of it is to use units with locust, and then block pathing by using pathing blockers manually. That would allow you to replace the trees easily. |
