| 03-20-2007, 11:21 PM | #1 |
I have a unit with force of nature spell summoning Treants out of trees. I want my forest to stay has it is. So I tried this: Trees Events Destructible - A destructible within Region 020 <gen> dies Conditions ((Destructible-type of (Dying destructible)) Equal to Ashenvale Tree Wall) or ((Destructible-type of (Dying destructible)) Equal to Village Tree Wall) Actions Destructible - Create a (Destructible-type of (Dying destructible)) at (Position of (Dying destructible)) facing (Random angle) with scale (Random real number between 0.80 and 1.45) and variation (Random integer number between 1 and 4) It looks good but it doesn't work ingame. I also tried a variation with a unit cast a spell event, and it did not work. But I think this trigger would be best. What do you think? Is there something to be done. Or do you have a better leakeless with no slow down trigger has a suggestion. ![]() |
| 03-20-2007, 11:55 PM | #2 |
Looks like it would work... Try making 2 seperate triggers, one for each type of doodad. Then, replace the actions's (Destructible-type of (Dying destructible)) with Whatever tree that trigger is for. |
| 03-22-2007, 01:46 AM | #4 |
Scythe, thanks alot man. I will see to adapt to my map.Did you test it? I take it it will work. Smart stuff :o) |
| 03-22-2007, 02:21 AM | #5 |
Just tested the triggers. Oh la major game freeze. One thing is good to know is that the event is recognised. But still I don't get any resurrecting trees. I tried different ways of destroying tress and I get always the same non response. Maybe If I made a a periodic trigger that just resurrected random dead trees? |
| 03-22-2007, 03:24 AM | #6 |
Made this periodic trigger instead: Trees Events Time - Every 60.00 seconds of game time Conditions Actions Destructible - Pick every destructible in Region 020 <gen> and do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Or - Any (Conditions) are true Conditions (Destructible-type of (Picked destructible)) Equal to Ashenvale Tree Wall (Destructible-type of (Picked destructible)) Equal to Village Tree Wall Then - Actions Destructible - Resurrect (Matching destructible) with (Max life of (Dying destructible)) life and Show birth animation Else - Actions Do nothing It works perfectly. But would there be a way to slow the birth animation a little (without the use of another trigger) so to make it look more natural. |
