| 10-26-2004, 03:26 PM | #1 |
Hi there. there are several things that I allways missed in the editor: in the "generic Unit" Events there are things like "unit is attacked" and many like "unit begins/stops/finishes XY" but there is no "unit takes damage" for generic units, only for a specific one... the second thing i missed is that i can pick distructables in a region but not distructables of type or distructables in a region of type... can't the editor figure out the types of distructables? it can do that with units why not with distructables as well? is there a tool allowing that? i have UMSWE but i don't find these funcions anyway... ![]() |
| 10-26-2004, 08:47 PM | #2 | ||
Quote:
There is no generic event for that. What you can do is use Trigger - Add New Event to add specific unit events to the trigger for all units, but there is no way to remove those events later, which can cause a lot of useless events to be added as the game goes on. Easy enough to workaround in JASS, but I don't know of a way in GUI. Quote:
You can simulate that action by just checking the type in the pick-all's actions. For example: Code:
Destructible - Pick every destructible in (Playable map area) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
Then - Actions
Do stuff
Else - Actions
Do nothing |
| 10-26-2004, 09:06 PM | #3 | |
Quote:
thanksannother thing is: when you use pick every Distructable there is this explaination that only the first 64 distructables in a region are concidered of death... it would be quite annoying to do multiply regions because my map is completely filled with these distructables ... perhaps there is some way to move one region to wherever a distructable is killed or something but i can't find a way to trigger this. anyway i replaced them with units now ... that is worse for some reasons but at least it works ... thanks for the help anyway. |
| 10-26-2004, 11:55 PM | #4 |
Guest | How about this?? Code:
init
Events
Map initialization
Conditions
Actions
Destructible - Pick every destructible in (Playable map area) and do (Actions)
Loop - Actions
Trigger - Add to move region <gen> the event (Destructible - (Picked destructible) dies)Code:
move region
Events
Conditions
Actions
Region - Center No region on (Position of (Dying destructible)) |
| 10-27-2004, 07:15 AM | #5 |
hmm than could work... but it may be that he will only pick 64 anyway... i will try this out thanks for the help ^_^ |
