| 11-02-2007, 08:47 AM | #1 |
Simple question, probably complicated answer. So yeah, how can I exceed 6144 destructibles? I'm using UMSWE if that has any possible relevance. The use of false doodads is unavailable to me because I need ALL of them to be destructible otherwise my map won't work properly. |
| 11-02-2007, 09:26 AM | #2 |
guess you should change how your system works by doing the things as units instead of doodads? lol just kidding... but this question is somewhat similiar to "how to get a array with size more than 8191" O_o |
| 11-02-2007, 10:05 AM | #3 |
In other words. you don't. |
| 11-02-2007, 11:18 AM | #4 |
Awww poopsicles... I guess I'll have to make some areas of my forest less dense for the sake of this. As I do, +Rep |
| 11-02-2007, 10:22 PM | #5 |
Or you can use Jass New Gen Pack, which lets you break all bounds and limits. |
| 11-02-2007, 10:28 PM | #6 |
Signature... |
| 11-02-2007, 11:28 PM | #7 |
Create them via triggers. It's gonna take a lot of work though. Or get a PC. |
| 11-03-2007, 03:42 AM | #8 |
| 11-03-2007, 06:12 AM | #9 | |
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lol pwned... has any1 made a "dense forset" doodad yet? just a bunch of trees grouped as one doodad |
| 11-03-2007, 09:29 AM | #10 | |
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That dosn't have much relevance, since breaking the doodad limit is not a vJASS feature, it's part of Grimoire. And there's no Grimoire for Mac in sight. However when all you want is more destructables, there's an easy solution. Destructables can be created with jass/triggers. Simply write your own function that creates a random forest in a region at runtime. You may use this function also: http://www.wc3jass.com/viewtopic.php...ghlight=forest |
| 11-04-2007, 03:39 AM | #11 |
I need a fairly controlled forest, since I'm going to be running paths 'n' stuff through them... When I try to create doodads via triggers, it seems like they have this bizarre habit of ignoring the pathing of previously placed doodads, therefore overlapping. If I wanted to use preplaced units to create doodads, should I use 2x2 structures or units? I only need extra doodads for the central Island. I don't know how to use JASS so a step-by-step (this is obscenely painful to see, I know) guide on how to implement that oh-so simple system... |
| 11-05-2007, 04:13 AM | #12 |
Anyone willing to help me with my... mild dilemma? I'd like to see an example of this because I seriously need help with this... I'm illiterate and mentally incompatible towards JASS. |
| 11-05-2007, 06:18 AM | #13 | |
Quote:
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| 11-05-2007, 08:56 AM | #14 |
First copy the below function into your map's Custom Script Header: JASS:function CreateRandomForest takes rect area, real density, integer treetype, integer variations returns nothing local real x local real y = GetRectMinY(area) local real width = GetRectMaxX(area)-GetRectMinX(area) local real height = GetRectMaxY(area)-GetRectMinY(area) local integer maxX = R2I(width*density*GetRandomReal(1, 1.4)/128) local integer maxY = R2I(height*density*GetRandomReal(1, 1.4)/128) local integer countX local integer countY = 0 loop exitwhen countY >= maxY set x = GetRectMinX(area) set countX = 0 loop exitwhen countX >= maxX call CreateDestructable(treetype, x+GetRandomReal(-256, 256), y+GetRandomReal(-256, 256), GetRandomDirectionDeg(), GetRandomReal(0.9, 1.1),GetRandomInt(1, variations)) set x = x + width/maxX * GetRandomReal(0.9, 1.1) set countX = countX+1 endloop set y = y + height/maxY * GetRandomReal(0.9, 1.1) set countY = countY+1 endloop endfunction Next, you'll need to call the function. The first argument (...takes rect area... is where you specify the above rect using it's global variable. The name of the variable is always gg_rct_+The Name of the Rect. So in this example you'd use gg_rct_Tree_Rect. Next, you have to specify a density which must be between 0.00 and 1.00; 0.00 being completely empty and 1.00 being jam-packed with trees. The third argument is that of the rawcode of the destructible you want to create. To find this rawcode, go into the Object editor and press Command+D to display rawcodes. Then input the rawcode you want when you call the function like so: 'D004' (the apostrophes are necessary). The final argument is that of number of variations. This is usually used for trees/environmental doodads that can have as many as 10 or 11 different variations. The number you put into this argument will determine the highest numbered variation that the destructibles will be created as. That's it, and example of how you might call the function would be as follows: |
| 11-06-2007, 05:39 AM | #15 |
You sir, are super special awesome. I wish I could rep you for this much *stretches arms out...*. Well... thank goodness someone helped me without recommending crap recommended in their signature. +Rep to yon helping one. |
