| 09-10-2003, 01:49 AM | #1 |
What I want to do is create a map in which the trees grow back over time. I know this seems simple but what I want is for trees of type "Ashenvale Tree Wall" to grow back over time, no other type of tree. I've wrote a simple trigger using regions that only contain Ashenvale Trees as Destructibles and this works for that one region, 4 trees down 5783 more to go. This is the trigger: trees Events Destructible - A destructible within Tree Health01 <gen> dies Conditions Actions Wait 15.00 seconds Destructible - Pick every destructible in Tree Health01 <gen> and do (Destructible - Resurrect (Picked destructible) with (Max life of (Picked destructible)) life and Show birth animation) I would welcome any help.:infth: |
| 09-10-2003, 01:52 AM | #2 |
well I dont think that would work right because you picked them after they died = you didnt pick anything |
| 09-10-2003, 02:03 AM | #3 |
Belive it or not that worked. Either that or I'm seeing things again. |
| 09-10-2003, 02:10 AM | #4 |
Thanks for the reply BTW. But how do I do what I want to do? |
| 09-10-2003, 02:44 AM | #5 |
I don't understand what you are asking for, if that works then isnt that ur trigger? |
| 09-10-2003, 02:49 AM | #6 |
Here is the triggers how to do it. This works just created and tested it and it only grows back the treewall and nothing else anywhere in the map and if more then one die at the same time is grows them all back. Code:
[color=red]
Tree Resurrect
Events
Destructible - A destructible within (Current camera bounds) dies
Conditions
(Destructible-type of (Dying destructible)) Equal to Summer Tree Wall
Actions
Wait 15.00 seconds
Destructible - Resurrect (Dying destructible) with (Max life of
Last created destructible)) life and Show birth animation
[/color]That should work just the way you want it to and not have to put lots of triggers and regions. (Current camera bounds) can be changed into just in a certant region if you want. |
| 09-10-2003, 02:49 AM | #7 |
Wow! :foot: Thanks! You helped me alot! i gotta try that now. |
