| 01-20-2004, 12:53 AM | #1 |
OK first off I'm not sure if this should be here, or in Map Development forum, or elsewhere but i figured HEY its Jass related so this is a good place to start. I'm trying to use Darky27's "treeseed" trigger in my map and he seems to have no problem with it in the email i got from him. It's pretty awesome and ALMOST perfect for what i need for my map. Problem is that the trees grow too slow, aaaand its the wrong kind of tree. Basically I want to swap out the current tree (which appears to be a Barren tree base) with an Ashenvale Tree Base or a Village Tree Base and decrease the grow time to maybe 8-10 seconds. Thats about it. Oh ya and i dont think this is trigger related but I want to make the item have unlimited charges. OOk heres the script. //=========================================================================== // Trigger: Tree Seed // Script Author: Darky27 // Email: [email protected] // Info: Plants Trees //=========================================================================== function Trig_Tree_Seed_Conditions takes nothing returns boolean return ( GetItemTypeId(GetManipulatedItem()) == 'I000' ) endfunction function Trig_Tree_Seed_Actions takes nothing returns nothing local unit hero = GetManipulatingUnit() // Change "LTlt" to another Tree... for other tilesets call CreateDestructableLoc( 'BTtw', GetUnitLoc(udg_ItemSummons ), GetRandomDirectionDeg(), GetRandomReal(0.80, 1.20), GetRandomInt(0, 9) ) call SetDestructableAnimationBJ( GetLastCreatedDestructable(), "birth" ) call AddSpecialEffectLocBJ( GetDestructableLoc(GetLastCreatedDestructable()), "Abilities\\Spells\\Human\\Resurrect\\Resurrecttarget.mdl" ) call RemoveUnit( udg_ItemSummons ) endfunction function Trig_Tree_Seed_Summon_Conditions takes nothing returns boolean return ( GetUnitTypeId(GetSummonedUnit()) == 'nglm' ) endfunction function Trig_Tree_Seed_Summon_Actions takes nothing returns nothing set udg_ItemSummons = GetSummonedUnit() endfunction //=========================================================================== function InitTrig_Tree_Seed takes nothing returns nothing local trigger Tree_Seed_Summon = CreateTrigger( ) local trigger Tree_Seed_Timer = CreateTrigger( ) local integer i = 0 set gg_trg_Tree_Seed = CreateTrigger( ) loop exitwhen i > 11 call TriggerRegisterPlayerUnitEventSimple( gg_trg_Tree_Seed, Player(i), EVENT_PLAYER_UNIT_USE_ITEM ) call TriggerRegisterPlayerUnitEventSimple( Tree_Seed_Summon, Player(i), EVENT_PLAYER_UNIT_SUMMON ) set i = i + 1 endloop call TriggerAddCondition( gg_trg_Tree_Seed, Condition( function Trig_Tree_Seed_Conditions ) ) call TriggerAddAction( gg_trg_Tree_Seed, function Trig_Tree_Seed_Actions ) call TriggerAddCondition( Tree_Seed_Summon, Condition( function Trig_Tree_Seed_Summon_Conditions ) ) call TriggerAddAction( Tree_Seed_Summon, function Trig_Tree_Seed_Summon_Actions ) endfunction END OF CODE .. ok thats it, have at it :)) -Huh |
| 01-20-2004, 03:41 AM | #2 |
hate to bump this but im just replying to say i figured this one out on my own, thanks anyways people :) |
| 01-22-2004, 02:55 PM | #3 |
Look at this comment; // Change "LTlt" to another Tree... for other tilesets So just change that, to find out the ID's for the tree's press ctrl+d in the object editor to show raw values. Though in this case Darky use 'BTtw' so change that value. To change the growth time you have to add a function that speeds up the tree's animation; call SetDestAnimationSpeedPercent( GetLastCreatedDestructable(), 150.00 ) Change 150 to whatever you want, it's a percentual value. (150% faster animation) I added that line and I changed the tree to ATtr wich is a Ashenvale Tree Wall. If it doesn't work be sure to tell me. *EDIT* The code wouldn't stop to mess up when I posted it here so I save it to a .txt document... be sure to turn off word wrap, see next post VV |
| 01-22-2004, 03:02 PM | #4 |
Here's the file. |
| 01-22-2004, 03:12 PM | #5 |
Wow thanks for doing all that. I really should've replied here but I wound up just having a friend help me dissect the trigger piece by piece, and re-writing it using normal triggers in the TFT WE. Took me about an hour since I had never messed with JASS but all in all it wasnt too hard. Plus since I have it as a normal trigger now its easier to go in and edit values (i decided to change it from an item to an ability with custom cooldown, etc . even added in a gold cost to use it). I feel bad you did all that to help me and I didnt need help anymore lol. Hey , its an awfully cool trigger though isnt it :). That darky27 is pretty good. -Huh |
| 01-26-2004, 02:54 PM | #6 |
Hehe, no problem :) |
