Hey,
Is there a way to detect cliff levels, so that basically my items spawn in a random point on the map, when the cliff level is 0, so that they will never spawn on cliffs? I found the integer-comparison for cliff levels, the problem now is that I dont know how to make a detailed condition for the whole region.
The problem is it detects the whole region, which has cliffs, and therefore the condition is not fullfilled. I want it to basically spawn items "between" the cliffs/everywhere where no cliff is. If there is a simple solution for this I'd be glad to hear it. If it gets to complicated I guess Ill just scrap the idea, its not that important ^^
Is there a way to detect cliff levels, so that basically my items spawn in a random point on the map, when the cliff level is 0, so that they will never spawn on cliffs? I found the integer-comparison for cliff levels, the problem now is that I dont know how to make a detailed condition for the whole region.
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Points 1 Cave
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Events
- Time - Every 0.35 seconds of game time
- Conditions
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Actions
- Set VariableSet IntegerVariable = 0
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Item - Pick every item in Cave Spawn <gen> and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
- (Item-type of (Picked item)) Equal to 1 Point
- (Item-type of (Picked item)) Equal to |cffffff002 Points|r
- (Item-type of (Picked item)) Equal to |cff00ffff3 Points|r
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
- Set VariableSet IntegerVariable = (IntegerVariable + 1)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- IntegerVariable Less than 300
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Then - Actions
- Set VariableSet ItemSpawnCave = (Random point in Cave Spawn <gen>)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Terrain cliff level at ItemSpawnCave) Equal to 0
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Then - Actions
- Item - Create SpawnedItems[(Random integer number between 1 and 3)] at ItemSpawnCave
- Custom script: call RemoveLocation (udg_ItemSpawnCave)
- Else - Actions
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If - Conditions
- Else - Actions
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If - Conditions
-
Events
The problem is it detects the whole region, which has cliffs, and therefore the condition is not fullfilled. I want it to basically spawn items "between" the cliffs/everywhere where no cliff is. If there is a simple solution for this I'd be glad to hear it. If it gets to complicated I guess Ill just scrap the idea, its not that important ^^