| 06-03-2004, 01:29 PM | #1 |
I cant write JASS for toffe, and so i need someone to make one. The triiger needs to reduce the cliff height by 4, then create shallow water ther, so it is really 5 down. I'm pretty sure you cant do this without jass, so if i post the trigger i already have (converted into JASS) can some add the relevant stuff infront/behnd? Thx EDIT: heres the code Code:
function Trig_Remove_wall_Conditions takes nothing returns boolean
if ( not ( GetUnitTypeId(GetTriggerUnit()) == 'ncpn' ) ) then
return false
endif
return true
endfunction
function Trig_Remove_wall_Actions takes nothing returns nothing
call RemoveDestructable( gg_dest_B003_0000 )
call RemoveDestructable( gg_dest_DTg1_0065 )
call ExplodeUnitBJ( GetTriggerUnit() )
call CameraSetEQNoiseForPlayer( Player(0), 4.00 )
call CameraSetEQNoiseForPlayer( Player(1), 4.00 )
call CameraSetEQNoiseForPlayer( Player(2), 4.00 )
call CameraSetEQNoiseForPlayer( Player(3), 4.00 )
call CameraSetEQNoiseForPlayer( Player(4), 4.00 )
call CameraSetEQNoiseForPlayer( Player(5), 4.00 )
call CameraSetEQNoiseForPlayer( Player(6), 4.00 )
call CameraSetEQNoiseForPlayer( Player(7), 4.00 )
call CameraSetEQNoiseForPlayer( Player(8), 4.00 )
call AddSpecialEffectLocBJ( GetRandomLocInRect(gg_rct_The_explosion), "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl" )
set udg_Explosion[0] = GetLastCreatedEffectBJ()
call AddSpecialEffectLocBJ( GetRandomLocInRect(gg_rct_The_explosion), "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl" )
set udg_Explosion[1] = GetLastCreatedEffectBJ()
call AddSpecialEffectLocBJ( GetRandomLocInRect(gg_rct_The_explosion), "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl" )
set udg_Explosion[2] = GetLastCreatedEffectBJ()
call AddSpecialEffectLocBJ( GetRandomLocInRect(gg_rct_The_explosion), "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl" )
set udg_Explosion[3] = GetLastCreatedEffectBJ()
call AddSpecialEffectLocBJ( GetRandomLocInRect(gg_rct_The_explosion), "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl" )
set udg_Explosion[4] = GetLastCreatedEffectBJ()
call AddSpecialEffectLocBJ( GetRandomLocInRect(gg_rct_The_explosion), "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl" )
set udg_Explosion[5] = GetLastCreatedEffectBJ()
call AddSpecialEffectLocBJ( GetRandomLocInRect(gg_rct_The_explosion), "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl" )
set udg_Explosion[6] = GetLastCreatedEffectBJ()
call AddSpecialEffectLocBJ( GetRandomLocInRect(gg_rct_The_explosion), "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl" )
set udg_Explosion[7] = GetLastCreatedEffectBJ()
call AddSpecialEffectLocBJ( GetRandomLocInRect(gg_rct_The_explosion), "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl" )
set udg_Explosion[8] = GetLastCreatedEffectBJ()
call AddSpecialEffectLocBJ( GetRandomLocInRect(gg_rct_The_explosion), "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl" )
set udg_Explosion[9] = GetLastCreatedEffectBJ()
call PolledWait( 6.00 )
call CameraClearNoiseForPlayer( Player(0) )
call CameraClearNoiseForPlayer( Player(1) )
call CameraClearNoiseForPlayer( Player(2) )
call CameraClearNoiseForPlayer( Player(3) )
call CameraClearNoiseForPlayer( Player(4) )
call CameraClearNoiseForPlayer( Player(5) )
call CameraClearNoiseForPlayer( Player(6) )
call CameraClearNoiseForPlayer( Player(7) )
call CameraClearNoiseForPlayer( Player(8) )
call DestroyEffectBJ( udg_Explosion[0] )
call DestroyEffectBJ( udg_Explosion[1] )
call DestroyEffectBJ( udg_Explosion[2] )
call DestroyEffectBJ( udg_Explosion[3] )
call DestroyEffectBJ( udg_Explosion[4] )
call DestroyEffectBJ( udg_Explosion[5] )
call DestroyEffectBJ( udg_Explosion[6] )
call DestroyEffectBJ( udg_Explosion[7] )
call DestroyEffectBJ( udg_Explosion[8] )
call DestroyEffectBJ( udg_Explosion[9] )
endfunction
//===========================================================================
function InitTrig_Remove_wall_JASS takes nothing returns nothing
set gg_trg_Remove_wall_JASS = CreateTrigger( )
call TriggerRegisterEnterRectSimple( gg_trg_Remove_wall_JASS, gg_rct_Explosion_Starter )
call TriggerAddCondition( gg_trg_Remove_wall_JASS, Condition( function Trig_Remove_wall_Conditions ) )
call TriggerAddAction( gg_trg_Remove_wall_JASS, function Trig_Remove_wall_Actions )
endfunction |
| 06-03-2004, 06:29 PM | #2 |
There are gui triggers dealing with terrian deformations under the enviroment catagory. Im not sure if they are the kind of changes you are looking for though. |
| 06-03-2004, 07:44 PM | #3 | |
Quote:
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| 06-03-2004, 11:36 PM | #4 |
I just browsed through my jass editor (its not an ad :-P) and found bad news... There is no way to do it. The closest you get is GetTerrainCliffLevelBJ [takes location where returns integer] Unfortunately there is no SetTerrainCliffLevelBJ. I beileve this is because when Bliz made wc3 they had almost perminant pathing. I guess the best way would be to do terrain deformations and use pathing blockers... |
| 06-04-2004, 10:38 AM | #5 |
Ok... thx for all the help all. I just worked out how to do it(i think). You just create a special effect of a bridge then remove it! |
