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Blight-Like Effect?

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Level 18
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Sep 2, 2005
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1,029
Blight-Like Effect? Alternate Resource Source?

OK. In Warcraft III there is blight, which replaces the tiles that were initially there, and will change trees into dead trees.

Is there a way to do it with other stuff, IE making everything snowy? or making everything like it's in fall with leaves all over the ground?

To be clear, I don't want to replace the blight. I want to do this in addition to. Is that possible? Maybe via triggers or jass + importing stuff maybe?

Secondly.

Is there a way to use a resource that isn't a gold mine or trees? Like, say I want Water as a resource? is there a way to make it so they just collect water? I know I can add to it, but is there a way to make it so they can harvest from water, and then check to see how long they are at the water to make sure they "bring back" the water?
 
Level 12
Joined
Oct 23, 2007
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Use a trigger for the blight thingy
Event-whatever u want
Action-Enviroment=>
Change terrain type [edit the stuff here to suit ut needs]

As for the water.....hummm
Do u want them to harvest from normal water in the enviroment?
Or...
You could edit the goldmine to look like water[i know how] so that they harvest from it. You could also plase the mine in the water so that they have to go in the water to harvest form umm... the water...
 
Level 15
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Jan 16, 2008
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1,244
The first thing is done easily by jass, the second thing would be a bit less easy but not impossible. Maybe you'd wanna use platforms for extracting water so workers would go to the platforms instead of anywhere in the water? I'm sure it can be done, you just need some1 more experienced then me.
 
Level 18
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Sep 2, 2005
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1,029
I was thinking more along the lines of, any water. Can you detect if a unit is within range of the water? Or, can you make units target water(I doubt it).

Also, I checked and you can't edit the terrain type by triggers. So I guess I'll have to look into that.

I want (basically) to have nightelf buildings to have their own form of blight thats all foresty.
Can you make buildings have to be built on a certain terrain besides blight (I'm doubting it) Maybe by catching hte order and cancellign it if its not on forest blight.

I think it would be cool to have heroes that leave a trail of it too...
 
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Level 18
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Sep 2, 2005
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1,029
I made such a hero for the hero contest... When he learns his Shield of vengeance, he leaves a grassy trail where ever he goes. His ult is called terraform and has a similar effect in aoe.

Any chance you could indulge me on HOW to do that? It would definitely be useful for EntSeed Which I'm part of the group working on.

If I could do it radially based on wherever they place their buildings (different radius based on which building) (have it effect ground and trees)(And not replace rock texture) As well as having one that follows the hero in a line (just use the hero select radius to determine which tiles) That would be absolutely perfect.
 
Level 15
Joined
Jan 16, 2008
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1,244
As you wish, hope this jass code means something to you...
JASS:
function terraform takes unit caster, real x, real y, real r returns nothing
    local terraindeformation ripple
    call TerrainDeformRipple(x, y, r, 400, 8, 8, 100, 1, 100, true)
    set ripple = GetLastCreatedTerrainDeformation()    
    call PolledWait(1)
    call PolledWait(0.5)
    call AddSpecialEffect("Abilities\\Spells\\NightElf\\EntangleMine\\Roots.mdl", x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750))
    call AddSpecialEffect("Abilities\\Spells\\NightElf\\EntangleMine\\Roots.mdl", x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750))
    call AddSpecialEffect("Abilities\\Spells\\NightElf\\EntangleMine\\Roots.mdl", x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750))
    call CreateDestructable('ATtr', x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750), GetRandomReal(0, 180), GetRandomReal(0.8, 1.5), 1)
    call CreateDestructable('ATtr', x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750), GetRandomReal(0, 180), GetRandomReal(0.8, 1.5), 1)
    call CreateDestructable('ATtr', x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750), GetRandomReal(0, 180), GetRandomReal(0.8, 1.5), 1)
    call PolledWait(0.5)
    call AddSpecialEffect("Abilities\\Spells\\NightElf\\EntangleMine\\Roots.mdl", x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750))
    call AddSpecialEffect("Abilities\\Spells\\NightElf\\EntangleMine\\Roots.mdl", x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750))
    call AddSpecialEffect("Abilities\\Spells\\NightElf\\EntangleMine\\Roots.mdl", x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750))
    call CreateDestructable('ATtr', x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750), GetRandomReal(0, 180), GetRandomReal(0.8, 1.5), 1)
    call CreateDestructable('ATtr', x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750), GetRandomReal(0, 180), GetRandomReal(0.8, 1.5), 1)
    call CreateDestructable('ATtr', x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750), GetRandomReal(0, 180), GetRandomReal(0.8, 1.5), 1)
    call PolledWait(0.5)
    call AddSpecialEffect("Abilities\\Spells\\NightElf\\EntangleMine\\Roots.mdl", x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750))
    call AddSpecialEffect("Abilities\\Spells\\NightElf\\EntangleMine\\Roots.mdl", x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750))
    call AddSpecialEffect("Abilities\\Spells\\NightElf\\EntangleMine\\Roots.mdl", x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750))
    call CreateDestructable('ATtr', x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750), GetRandomReal(0, 180), GetRandomReal(0.8, 1.5), 1)
    call CreateDestructable('ATtr', x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750), GetRandomReal(0, 180), GetRandomReal(0.8, 1.5), 1)
    call CreateDestructable('ATtr', x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750), GetRandomReal(0, 180), GetRandomReal(0.8, 1.5), 1)
    call PolledWait(0.5)
    call AddSpecialEffect("Abilities\\Spells\\NightElf\\EntangleMine\\Roots.mdl", x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750))
    call AddSpecialEffect("Abilities\\Spells\\NightElf\\EntangleMine\\Roots.mdl", x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750))
    call AddSpecialEffect("Abilities\\Spells\\NightElf\\EntangleMine\\Roots.mdl", x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750))
    call CreateDestructable('ATtr', x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750), GetRandomReal(0, 180), GetRandomReal(0.8, 1.5), 1)
    call CreateDestructable('ATtr', x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750), GetRandomReal(0, 180), GetRandomReal(0.8, 1.5), 1)
    call CreateDestructable('ATtr', x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750), GetRandomReal(0, 180), GetRandomReal(0.8, 1.5), 1)
    call PolledWait(1)
    call SetTerrainType(x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750), 'Agrd', 0, GetRandomInt(5, 8), 0) 
    call PolledWait(1)
    call SetTerrainType(x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750), 'Agrd', 0, GetRandomInt(5, 8), 0)  
    call PolledWait(1)
    call SetTerrainType(x + GetRandomReal(-750, 750), y + GetRandomReal(-750, 750), 'Agrd', 0, GetRandomInt(5, 8), 0) 
    call PolledWait(1)
    call TerrainDeformStop(ripple, 1)
    call PolledWait(2)
    call SetBlight(blightowner, x, y, 1.3*r, false)
    set ripple = null    
endfunction
 
Level 8
Joined
Mar 23, 2007
Messages
302
changing terrain, piece of Cake.
changein Doodas , as GhostWolf said is a pain, but still able to do...
some time ago i did a spell that changes terrain to blight and kills all stuff in it
for the opponent i did a spell that creats a small area with trees and stuff also
removing the blight, so other things like make it snowy or even more nature could
ofc be possible.

another solutuion would be like this:

make a doodad model that has different looks (snowy,dead,nature,bruned,..)
then u could just change the model animation.
But this requiers u to be a good modeler.
 
Level 29
Joined
Jul 29, 2007
Messages
5,174
make a doodad model that has different looks (snowy,dead,nature,bruned,..)
then u could just change the model animation.
But this requiers u to be a good modeler.

Its a nice idea, but it would take place.
Still, if you know how to make it, it can be pretty usefull.

Wouldn't mind to try making it alone, but I don't know how to export from mdx to 3ds.
 
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