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Doodads not on ground - help please

03-18-2005, 09:13 PM#1
Zandose
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
johnfn
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 0

The 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
Zandose
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
Zandose
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]