| 03-18-2005, 09:13 PM | #1 |
The trigger works fine but I can't get the trees to be placed on the group (some are in the air). Code:
Trees
Events
Conditions
Actions
For each (Integer A) from 1 to 2000, do (Actions)
Loop - Actions
Region - Center Placer <gen> on (Random point in (Playable map area))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between (Center of Placer <gen>) and (Position of (Random destructible in Placer <gen>))) Less than or equal to 200.00
Then - Actions
Else - Actions
Set Integer = (Random integer number between 1 and 11)
Destructible - Create a Destructible_Type[Integer] at (Center of Placer <gen>) facing (Random angle) with scale (Random real number between 0.80 and 1.00) and variation Destructible_Var[Integer] |
| 03-19-2005, 12:30 AM | #2 |
Mmmm...thats interesting. Ok, I just wrote out a trigger like yours... granted its a little more simple, but none of the trees appear in the air. I cant really give any explaination for this... its very odd. Code:
Melee Initialization
Events
Time - Elapsed game time is 0.20 seconds
Conditions
Actions
For each (Integer A) from 1 to 1000, do (Actions)
Loop - Actions
Destructible - Create a Summer Tree Wall at (Random point in (Playable map area)) facing (Random angle) with scale (Random real number between 0.70 and 1.00) and variation 0The only reason I can think of is possibly your terrain... Oh, here is something I just dug up, its JASS, if you need explanation just ask: Code:
native CreateDestructableZ takes integer objectid, real x, real y, real z, real face, real scale, integer variation returns destructable You can just set the Z to whatever you want... that should help as well. |
| 03-19-2005, 01:32 AM | #3 |
Maybe I should have added a bit more information. First use triggers to change the shape of the terrain then I use another trigger to add the trees in but some of the trees are kind of in the air right above the ground. I'm thinking I need two more triggers. One for checking the tree height (Z) and another to move the tree up or down. The problem Is is I don't see any triggers for this. Also I don't know much about jass (though I use it sometimes) so I don't know how to use Code:
native CreateDestructableZ takes integer objectid, real x, real y, real z, real face, real scale, integer variation returns destructable |
| 03-19-2005, 11:28 PM | #4 |
Guest | Are the levitating trees close to another tree? If so, Warcraft might be stacking them to let them fit. |
| 03-19-2005, 11:56 PM | #5 |
They shouldn't. My trigger makes sure there are no trees for 200point around the doodad. Code:
Trees
Events
Conditions
Actions
For each (Integer A) from 1 to 2000, do (Actions)
Loop - Actions
Region - Center Placer <gen> on (Random point in (Playable map area))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
[b] (Distance between (Center of Placer <gen>) and (Position of (Random destructible in Placer <gen>))) Less than or equal to 200.00[/b]
Then - Actions
Else - Actions
Set Integer = (Random integer number between 1 and 11)
Destructible - Create a Destructible_Type[Integer] at (Center of Placer <gen>) facing (Random angle) with scale (Random real number between 0.80 and 1.00) and variation Destructible_Var[Integer] |
