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Allows some variation. Especially if you do not lock in all 16 tile types. You could have the map significantly different between playthroughs based on RNG.
Depending on map size this might not be possible with a single thread and might take significant resources to the point it causes performance issues (waiting for player) when it executes. Consider iterating the map staggered over a period of time.
// Lordaeron Fall
'Fdrt' = Lordaeron Fall - Dirt
'Fdro' = Lordaeron Fall - Rough Dirt
'Fdrg' = Lordaeron Fall - Grassy Dirt
'Frok' = Lordaeron Fall - Rock
'Fgrs' = Lordaeron Fall - Grass
'Fgrd' = Lordaeron Fall - Dark Grass
I did modify tilesets on my map at a point to add all tilesets I would use but when I look now in WE it only shows the standard tileset, so unless my map is bugged, it should be possible to replace any tileset via triggers, because I tested it and it still works. One reason to modify the tilesets is to choose priority of the terrain since it will display differently on the map, but who knows, it might be possible anyway if thats the case.
I do not change doodads, I dont think there is an option to reference doodads. There is an option to reference destructibles though, and they can work basically the same way from what I know.
Once a terrain texture is loaded it cannot be unloaded. At most 16 terrain textures can be loaded. Triggers cannot bypass these limitations. A texture is loaded if it is used in the map's tileset or the first time a trigger places it in the world. Trying to place new terrain texture using triggers after hitting the 16 terrain texture limit will result in the tiles being assigned one of the already existing 16 terrain textures, not the one desired.
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