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Tree Revival System

07-03-2009, 10:48 PM#1
busterkomo
A simple tree revival system. After searching I hadn't found one (no, the outdated tutorial doesn't count), so i decided to make my own.

Requirements:
TimerUtils, by Vexorian.
IsDestructableTree by PitzerMike

Code:

Expand library:
Attached Images
File type: jpgTree.JPG (45.1 KB)
Attached Files
File type: w3xTree Revival.w3x (30.7 KB)
07-03-2009, 11:01 PM#2
Rising_Dusk
IsDestructableTree Is this a new native in 1.24? It doesn't show in my old common.j
07-03-2009, 11:06 PM#3
busterkomo
It's included in one of the required libraries.
07-03-2009, 11:30 PM#4
Rising_Dusk
Oh, duh, I'm brilliant.
07-07-2009, 05:28 PM#5
Rising_Dusk
  • You leak a timer reference in ReviveTree.
  • You leak a timer reference in Actions.
  • As a system, it needs an image for the thread's thumbnail.
Otherwise, this is very simple, but I very much like it that way. This does not need to be complicated, and truth be told, that old tutorial is stupid for being a tutorial anyways. Having a system handy for direct use is much better.
07-07-2009, 05:48 PM#6
emjlr3
what if we dont want trees to revive if units/heroes are near by, thus traping them in...?
07-07-2009, 05:57 PM#7
Rising_Dusk
Guess you could make the conditionfunc of the trigger a configuration condition for users to play with. Then just move the current conditionfunc to being an actionfunc.
07-07-2009, 06:54 PM#8
busterkomo
Changes made.
07-07-2009, 07:07 PM#9
moyack
This can't be considered a system due it doesn't use abilities or other things different of trigger editor, it's more a script.

But as a script, it's nice.
07-07-2009, 07:12 PM#10
Rising_Dusk
The difference between a script and a system is ethereal, really, but some key differences do exist. A script is something lower-end than a system, since it may be required by other libraries also in the database. Damage Detection Systems these days do not carry OE dependencies anymore either, yet because they are so high-level, they are systems.

This is an end-product of scripts, nothing will ever require it. This makes it a system.

Anyways, approved.
07-07-2009, 08:24 PM#11
DreamRaider
I don't like the idea how trees somehow instantly grow. It should be a progressing growth little by little over time.
07-07-2009, 08:45 PM#12
emjlr3
i thought they did...
07-07-2009, 09:08 PM#13
Rising_Dusk
Quote:
Originally Posted by DreamRaider
I don't like the idea how trees somehow instantly grow. It should be a progressing growth little by little over time.
The boolean for playing the birth animation does just that. If you want to slow down the birth animation, you'll need to edit the model (Since SetDestructableTimeScale does not exist).
07-09-2009, 07:09 PM#14
Flame_Phoenix
You have to be kidding me. I have a mini-system that does exactly this sort of things in my map and it isn't half complex ... according to Cohadar systems should be hard things to make. I agree with him, IMO this should be a script ...

Anyway seems a good modular work, well done...
07-09-2009, 09:46 PM#15
Rising_Dusk
Quote:
Originally Posted by Flame_Phoenix
according to Cohadar systems should be hard things to make.
Last I checked, Cohadar doesn't approve resources.