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Doodads trigger:

05-29-2004, 03:32 AM#1
Aelita Lyoko
I need a wee bit of help here.

What i want to happen is when a quest is completed, all the doodads within a region are replaced with other doodads, like i have a fountain dead, and i want it to be replaced with a fountain not dead. However, the trigger editor will only allow destructibles, not just any doodads.

Is there a way around this?
05-29-2004, 05:37 AM#2
genki-dama
Quote:
Originally Posted by Ensign Munro
I need a wee bit of help here.

What i want to happen is when a quest is completed, all the doodads within a region are replaced with other doodads, like i have a fountain dead, and i want it to be replaced with a fountain not dead. However, the trigger editor will only allow destructibles, not just any doodads.

Is there a way around this?

I was thinking maybe there is a way to just create a unit with the model file as a doodad and recreate those units (doodads).. but that would be lots of work, plus it wouldnt work with the placement of some of the doodads and all that.. maybe it would work i dont know exactly, ALSO maybe you can go to the unit editor and edit the model files of the destructible doodads to look like the non destructibles - - goodluck! Hope I could help!
05-29-2004, 04:30 PM#3
Shimrra
You could just create a unit using the same model and collision size\path as the doodad and then give it the locust ability. When the time comes, replace the original doodad unit with the new one.
05-31-2004, 12:13 PM#4
sATARa
My advice to you would be to create two doodads at the same place...
and then hide one with a trigger, using an action - play animation for doodads in the region. The animation should be called "hide". The opposite is "show" hehe