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Preventing Trees from being Cut

01-06-2003, 07:15 PM#1
Guest
I have made quite a pretty map, and its full with forests that block paths and creating mazes ... Now, it would be a little shame if all of this would simply be cut away ...

Is there a way from preventing that the trees are being cut? i've been thinking about some sort of respawning time, that when a tree has been cut, it regenerates after a small period of time.

Any suggestions how to do this?

Thanks in advance!
01-06-2003, 07:32 PM#2
Guest
Event: Destructbile doodad dies

Conditions: Destructable-Type comparison: Destructible-Type of (event response - dieing doodad) equal to (tree-wall)

Actions: Doodad - resurrect destructable doodad

or you could just make the trees invulnerable at the start

Also, if you wanted to add a timmer on the resurrection, just add a Wait to the actions before the revive. :)
01-06-2003, 08:08 PM#3
Deicide
Dunno about the events or conditions, but teoretically you could use

Destructible Doodad - Set life of Destructible Doodad to set it to insane amounts (like 10000 HP) every time it is hit. They could be targeted, but never destroyed.
01-06-2003, 08:28 PM#4
Guest
nah, i want it do die, and then regenerate (might give problems with the Night Elves' Force of Nature)

but i got a little problem witht he first part of that code, Raccoon, about the Event, how do i set it so that it will affect ANY tree on the map? i dont think i;m supposed to make this trigger for each tree (emote_sweat emote_sweat emote_sweat )
01-06-2003, 08:29 PM#5
Guest
Not quite sure
01-06-2003, 08:41 PM#6
Guest
Not sure about this but maybe it's doable via custom text
01-06-2003, 08:47 PM#7
Guest
custom text? explain please?

(<-- n00b )0_o
01-06-2003, 08:48 PM#8
Guest
oh, and how do i put a delay on it?
01-06-2003, 08:52 PM#9
Guest
custom text is where someone writes, or edits, the code manually(text editor) and then reinserts it into the game

for delay, just put a wait action before the doodad resurrection action
01-06-2003, 08:55 PM#10
Guest
alright, i understand now ...

i'll try to find some tuts on how to edit the triggers with a text editor, and see if i can change it
01-06-2003, 09:04 PM#11
Quilamar Frost
bah, yo udont need 2 do that, just use the trigger Raccon said
Event: Destructbile doodad dies

Conditions: Destructable-Type comparison: Destructible-Type of (event response - dieing doodad) equal to (tree-wall)

Actions: Doodad - resurrect destructable doodad
but add a wait time, like
Event: Destructbile doodad dies

Conditions: Destructable-Type comparison: Destructible-Type of (event response - dieing doodad) equal to (tree-wall)

Actions: Wait 3.00
Doodad - resurrect destructable doodad
Vuala
01-06-2003, 09:08 PM#12
Guest
one catch, the event needs a actual destructable doodad that's died, an actual value

kinda sux, wonder why they don't have any *any* funtion/preset value

also, think it's *voila*. don't know why, just remember seeing that somewhere
01-06-2003, 09:28 PM#13
DemonicSoul
Quote:
one catch, the event needs a actual destructable doodad that's died, an actual value


just use random doodad of type or whatever, it works

Quote:
also, think it's *voila*. don't know why, just remember seeing that somewhere


yes, it is voila

like what vamps will said, except equal to random destructible doodad of type or whatever (i dont wanna open we to check the exact name, but trust me it works)
01-06-2003, 09:49 PM#14
MrDoomMaster
Here is the BEST possible solution to reviving unspecified multiple doodads in a region after they have been destroyed without creating custom text:


Events:
Every X.XX seconds of game time

Conditions:
null

Actions:
Destructible Doodad - Pick every destructible doodad in (Playble map area) and do (If ((Destructible-type of (picked destructible doodad)) equal to Tree Wall (dead) then do (destructible doodad - resurrect (picked destructible doodad) with (max life of (picked destructible doodad)) life and Show birth animation



This should give your desired results with ONE consequence:

Lets say you've set the event to check for dead trees every 10 seconds, and you kill a tree 1 second before it resurrects all the dead trees. This means it will resurrect after 1 second. It is not possible to apply individual rebirth durations for each individual tree killed without using custom text. I hope this method suits your needs.
01-06-2003, 10:04 PM#15
Scio
A periodic event that checks every tree??? wow thats gonna lag and/or desync