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How do I pass the destructible limit?

11-02-2007, 08:47 AM#1
Tide-Arc Ephemera
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
zen87
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
Pheonix-IV
In other words. you don't.
11-02-2007, 11:18 AM#4
Tide-Arc Ephemera
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
Dil999
Or you can use Jass New Gen Pack, which lets you break all bounds and limits.
11-02-2007, 10:28 PM#6
Tide-Arc Ephemera
Signature...
11-02-2007, 11:28 PM#7
The Kingpin
Create them via triggers. It's gonna take a lot of work though.

Or get a PC.
11-03-2007, 03:42 AM#8
Dil999
vJass on a Mac
11-03-2007, 06:12 AM#9
Gorman
Quote:
Originally Posted by Dil999

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
PitzerMike
Quote:
Originally Posted by Dil999

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
Tide-Arc Ephemera
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
Tide-Arc Ephemera
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
cohadar
Quote:
Originally Posted by Tide-Arc Ephemera
I'm illiterate and mentally incompatible towards JASS.
Anything you say can and will be used against you in the....
11-05-2007, 08:56 AM#14
Pyrogasm
First copy the below function into your map's Custom Script Header:
Expand JASS:
As for using this function, you'll first need to create a rect (a region) somewhere on the map in which to create the trees. Let's assume you call it "Tree Rect".

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:
Trigger:
Collapse Events
Map Initialization
Conditions
Collapse Actions
Custom script: call CreateRandomForest(gg_rct_Tree_Rect, 0.60, 'D0A6', 5)
11-06-2007, 05:39 AM#15
Tide-Arc Ephemera
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.