Warcraft III resources & community, 2003–2006 · archived
Trigger help, regarding doodads
6 posts
imported_Bort
#1
Trigger help, regarding doodads
Hi guys
I need a simple trigger for my map to make doodads move. I know that you can kill, remove, create, revive etc doodads, but i cant find a trigger which will move them Basically the trigger needs to pick all doodads within a region and move them 50 towards 270, nothing too hard, except the damn option i need isnt there. dont you hate that?
Removal and replacement in an offset would work, but otherwise it would be hard. Plus there are no doodad functions. Only destructible ones
Hemlock
#3
Well i geusse you can't move,Destroy Or remove any doodads exept for the destructibles. You could do the thing you want with Destructibles via, removing and creating them on the spot you wish to creat them. (It's about the only way, but it should be enough to work out)
imported_Bort
#4
Hmm....
will that remove/replace trigger work instantly or lag?
the trigger (in an ideal world) would look kinda like this:
Race Events: Every 0.01 seconds of game time Conditions: PauseFinish equal to False Actions: Pick every destructible within forest.gen and do move picked destrictible instantly to position of picked destrictible offset by 25 towards 270
basically this makes me a moving forest
except it seems as though (from u guys' help) that the actions will need to be.... Pick every destructible within forest.gen and do: remove picked destructible create picked destructible at position of picked destructible offset by 25 towards 270...
the destructibles/trees in the map constantly respawn: they (should) move from the top of the map to the bottom, then be spawned back at the top and move down to the bottom... etc etc etc. another trigger in need in the map would be for if a unit 'hits' a tree, it dies (big SPLAT on screen, and it flashes for a few seconds, becoming invunerable and not being able to hit anything, also slowing down. How can i do that trigger?
hmm i hate having cool ideas and not being able to finish them off... Cheers Bort
Try making a unit as a tree, giving it the locust ability, so players won't be able to select it, then use the Unit- Move unit to Point action. But this takes time, as trees got alot of variations, and size, to your map. But it's an efficient way, I tried it.
imported_Bort
#6
@[DragonSS]amurai-X : I thought about this way but i was deterred by the number of variations i would have to make Still, it seems thats the ony way to do it, so i'll give it a try