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Placing doodad though triggers

03-18-2005, 04:32 PM#1
Zandose
Is there a way to place doodads (not to me mistaken with trees) on the map though triggers without having to give a unit a doodad model?
03-18-2005, 04:55 PM#2
Guest
Make a unit, give it a doodad model, and the ability "locust" (or is it that? I always make mistakes on its name...), it will be invincible, unselectable, neutral passive, won't do anything, and won't be a unit at all
03-18-2005, 04:56 PM#3
Zandose
I guess thats the only way. But will the unit with the doodad model count as a real unit and lag the game?
03-18-2005, 07:08 PM#4
Guest
Quote:
Originally Posted by Zandose
I guess thats the only way. But will the unit with the doodad model count as a real unit and lag the game?
I believe it does count as a real unit, seeing you made it using a unit. But no real lagg because you created it using triggers.
03-18-2005, 08:08 PM#5
johnfn
Quote:
Originally Posted by Zandose
I guess thats the only way. But will the unit with the doodad model count as a real unit and lag the game?
Units wont lag the game unless you have several hundred of them, and then only if they are moving and the game has to calculate things for them.
03-18-2005, 08:14 PM#6
AnarkiNet
isnt there a "create doodad" trigger? if it only works for "trees/destructables" category, you could make custom doodads and make them fit in that category.
03-19-2005, 04:37 AM#7
Raptor--
like anarki said, other option is to make custom doodads as destructables, and you can also make them untargetable so they pretty much act as normal doodads, and create those... tis what i do in my rpg