HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Changing terrain height

06-03-2004, 01:29 PM#1
mogmiester
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
CynicalYouth
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
mogmiester
Quote:
Originally Posted by CynicalYouth
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.
I'm prettyu sure that they don't work - theres nothing todo with cliff height. I don't think it's possible : ( :< :(
06-03-2004, 11:36 PM#4
johnfn
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
mogmiester
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!