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Farming System v1.5

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
The corn icon is 100% mine. take it if you want :p

This system allows you to crop rough dirt and change it to cropped area,

you can put seeds into cropped areas, and let them grow,

every second or so, they regain 1 mana, when they hit 100 mana, you get 2 seeds, and corn.

(corn can be changed to be eated, or sold in object editor)

hope this is bugless/leakless =].

this is allso a part of the rpg im making.

The ability that your farmer uses to change the rough dirt to crop zone.
  • Crop
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Crop
      • (Terrain type at (Position of (Casting unit))) Equal to Village - Rough Dirt
    • Actions
      • -------- --- The position that the terrain is changed in --- --------
      • Set Corn_Points[0] = (Position of (Casting unit))
      • -------- ------------------------------------------ --------
      • Environment - Change terrain type at Corn_Points[0] to Village - Crops using variation -1 in an area of size 1 and shape Square
      • -------- --- the custom script to remove the location leak --- --------
      • Custom script: call RemoveLocation(udg_Corn_Points[0])
      • -------- ------------------------------------------ --------
The trigger that cheaks when does the crop grows up.
  • Plant Growth
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Set Corn_Group = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Corn Plant (Small)))
      • Unit Group - Pick every unit in Corn_Group and do (Actions)
        • Loop - Actions
          • -------- Change the condition of amount of mana to amount of mana needed to grow. --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Mana of (Picked unit)) Greater than or equal to 10.00) and (((Picked unit) is alive) Equal to True)
            • Then - Actions
              • Set Corn_PickedUnit = (Picked unit)
              • Set Corn_Points[2] = (Position of (Picked unit))
              • Unit - Kill Corn_PickedUnit
              • Item - Create Corn Seed at Corn_Points[2]
              • Item - Create Corn Seed at Corn_Points[2]
              • Item - Create Corn at Corn_Points[2]
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Random integer number between 1 and 100) Less than or equal to 30
                • Then - Actions
                  • Item - Create Corn at Corn_Points[2]
                • Else - Actions
            • Else - Actions
      • Custom script: call DestroyGroup(udg_Corn_Group)
      • Custom script: call RemoveLocation(udg_Corn_Points[2])
The item your worker uses to plant corn.
  • Plant corn
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Corn Seed
    • Actions
      • -------- --- the position that the corn spawns at --- --------
      • Set Corn_Points[1] = (Position of (Hero manipulating item))
      • -------- ------------------------------------------ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Terrain type at (Position of (Hero manipulating item))) Equal to Village - Crops
        • Then - Actions
          • Unit - Create 1 Corn Plant (Small) for (Owner of (Hero manipulating item)) at Corn_Points[1] facing Default building facing degrees
          • Environment - Change terrain type at Corn_Points[1] to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
        • Else - Actions
          • Item - Create Corn Seed at Corn_Points[1]
      • -------- --- the custom script to remove the location leak --- --------
      • Custom script: call RemoveLocation(udg_Corn_Points[1])
      • -------- ------------------------------------------ --------
The trigger that cheaks if the tractor uses a spell.
  • Start Ability
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Auto Plant (R)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AutoCrop Equal to False
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AutoPlant Equal to True
            • Then - Actions
              • Set AutoPlant = False
              • Game - Display to (All players) the text: Ability Stopped
            • Else - Actions
              • Set AutoPlant = True
              • Game - Display to (All players) the text: Ability Started
        • Else - Actions
          • Game - Display to (All players) the text: Auto crop must be o...
The trigger that cheaks if the tractor uses the other ability.
  • Start Ability 2
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Auto Crop (C)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AutoPlant Equal to False
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AutoCrop Equal to True
            • Then - Actions
              • Set AutoCrop = False
              • Game - Display to (All players) the text: Ability Stopped
            • Else - Actions
              • Set AutoCrop = True
              • Game - Display to (All players) the text: Ability Started
        • Else - Actions
          • Game - Display to (All players) the text: Auto crop must be o...
The trigger that auto crops the land. faster then the worker.
  • Auto Crop
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
      • AutoPlant Equal to False
      • AutoCrop Equal to True
    • Actions
      • -------- --- the position that the tracktor is at. --------
      • Set TracktorPosition[0] = (Position of Tractor)
      • -------- ------------------------------------------ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Terrain type at TracktorPosition[0]) Equal to Village - Rough Dirt
        • Then - Actions
          • Environment - Change terrain type at TracktorPosition[0] to Village - Crops using variation -1 in an area of size 1 and shape Square
        • Else - Actions
      • -------- --- the custom script to remove the location leak --- --------
      • Custom script: call RemoveLocation(udg_TracktorPosition[0])
      • -------- ------------------------------------------ --------
The trigger that makes the tractor auto plant wheat,corn and so on.
  • Auto Plant
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
      • AutoCrop Equal to False
      • AutoPlant Equal to True
    • Actions
      • -------- --- the position that the tracktor is at. --------
      • Set TracktorPosition[1] = (Position of Tractor)
      • -------- ------------------------------------------ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Terrain type at TracktorPosition[1]) Equal to Village - Crops
          • And - All (Conditions) are true
            • Conditions
              • FarmingLeaderBoard Greater than or equal to 1
        • Then - Actions
          • Unit - Create 1 Corn Plant (Small) for (Owner of Tractor) at TracktorPosition[1] facing Default building facing degrees
          • Environment - Change terrain type at TracktorPosition[1] to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
          • Set FarmingLeaderBoard = (FarmingLeaderBoard - 1)
          • Leaderboard - Change the value for Player 1 (Red) in Farming_ResourcesLB to (FarmingLeaderBoard - 1)
        • Else - Actions
      • -------- --- the custom script to remove the location leak --- --------
      • Custom script: call RemoveLocation(udg_TracktorPosition[1])
      • -------- ------------------------------------------ --------
Setting up the leaderboard.
  • Auto Plant
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
      • AutoCrop Equal to False
      • AutoPlant Equal to True
    • Actions
      • -------- --- the position that the tracktor is at. --------
      • Set TracktorPosition[1] = (Position of Tractor)
      • -------- ------------------------------------------ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Terrain type at TracktorPosition[1]) Equal to Village - Crops
          • And - All (Conditions) are true
            • Conditions
              • FarmingLeaderBoard Greater than or equal to 1
        • Then - Actions
          • Unit - Create 1 Corn Plant (Small) for (Owner of Tractor) at TracktorPosition[1] facing Default building facing degrees
          • Environment - Change terrain type at TracktorPosition[1] to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
          • Set FarmingLeaderBoard = (FarmingLeaderBoard - 1)
          • Leaderboard - Change the value for Player 1 (Red) in Farming_ResourcesLB to (FarmingLeaderBoard - 1)
        • Else - Actions
      • -------- --- the custom script to remove the location leak --- --------
      • Custom script: call RemoveLocation(udg_TracktorPosition[1])
      • -------- ------------------------------------------ --------
The trigger that cheaks if the windmill gets the corn and passes it to the leaderboard.
  • Move to board
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • ((Item-type of (Item being manipulated)) Equal to Corn Seed) and ((Unit-type of (Hero manipulating item)) Equal to Windmill)
    • Actions
      • Set Windmill = (Hero manipulating item)
      • Item - Remove (Item being manipulated)
      • Floating Text - Create floating text that reads |c00ff3300+1 Corn S... above Windmill with Z offset 0.00, using font size 9.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 3.50 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      • Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to 0
      • Leaderboard - Change the value for Player 1 (Red) in Farming_ResourcesLB to (FarmingLeaderBoard + 1)
      • Set FarmingLeaderBoard = (FarmingLeaderBoard + 1)
And ofcourse.. the trigger that makes it easier for you to auto plant..
  • Beta Cheat
    • Events
      • Player - Player 1 (Red) types a chat message containing -beta as An exact match
    • Conditions
    • Actions
      • Set FarmingLeaderBoard = 1000000
      • Leaderboard - Change the value for Player 1 (Red) in Farming_ResourcesLB to FarmingLeaderBoard
Allso, a variable i added:

Set Tractor = Farming Tracktor 0000 <gen>



- To add energy to the tractor. -
- To make a chicken farm -
- To add more abilities to the tractor and the farmer. -


Keywords:
Corn, crop, farming, crop, system, x-dardas, dardas, Yehoo, tractor,
Contents

Farming System (Map)

Reviews
12th Dec 2015 IcemanBo: Too long time as NeedsFix. Rejected. 12:49, 6th Jan 2010 TriggerHappy: Preview Image. Hide the triggers. 12:57, 17th Jun 2010 The_Reborn_Devil: In-game screenshot is still needed.

Moderator

M

Moderator

12th Dec 2015
IcemanBo: Too long time as NeedsFix. Rejected.

12:49, 6th Jan 2010
TriggerHappy:

Preview Image. Hide the triggers.

12:57, 17th Jun 2010
The_Reborn_Devil:

In-game screenshot is still needed.
 
Level 10
Joined
Jan 24, 2009
Messages
606
all the locations... Ur seriuslly leaking alot... sorry... but it's the truth

Make 1-3 location variables. they might be called Point in the Variable editor. put them instead of the Locations.

In the periodic trigger there is one leak that will make the game LAG like hell.

In the Casting trigger there is a leak. and somehow you've actually fixed it in the last but Not the others..
 
Level 11
Joined
Sep 12, 2008
Messages
657
Offtopic: Ofc i am.. why are we using off topic? :p

Topic: I think i fixed the change terrain type, and the third one..
can you try helping me with the 1 that cheaks mana? :p

Edit: whoops.. forgot to make it remove the location, sec.. editing *edited*

anything to edit? any 1.. :/ please.. comeon.. :p
 
Last edited:
Level 11
Joined
Sep 12, 2008
Messages
657
hmm.. a tractor.. ill need a model for that :p damn ^^ or should i use tank engine?.. ill use tank engine and update, if you know any good model of it, tell me =] thanks..

Edit: Allso, grtz about the 250 posts =]

Edit2: Fixed tractor, got it, tell me if there are any leaks\bugs please.. comments plox :D
 
Last edited:
Level 11
Joined
Sep 12, 2008
Messages
657
Seperate out the triggers in the discription, its very, very hard to read like that. Your tractor triggers seem really ineffiecent

I Seperated out the triggers.. =] i hope i didnt forget anything..

Edit: i allmost forgot, i cheaked it in the morning, and i saw that if you use the corn seed on a normal terrain, the item wont come back.. i fixed it now..

Allso, i fixed the plant Growth to be more effective.. since now 1 corn is not really usefull.. so i made it give 2 corn seeds, and 1 corn.. and another 30% it gives you another corn..

Another Thing, i still cant fix the plant growth, ill post it into forums, if you can help me, please help :p

Edit 2:

---!!--- Fixed And Edited Lots Of Stuff ---!!---
 
Last edited:
Level 11
Joined
May 26, 2009
Messages
760
for the auto plow? you mean? i think i added it o_O didnt i?..

Um, tested it again to be sure but it remains the same. Nevertheless what I mean is the tank's auto crop-ability should be an active ability consisting of two abilities, but making it look like one. The "on" tooltip may have another description but I think its okay to have the same.

Toggle Auto-Crop On
The tractor automatically processes rough dirt into processed soil, which then can be used to plant different types of grain.

Click to turn off auto-crop.
Toggle Auto-Crop Off
The tractor automatically processes rough dirt into processed soil, which then can be used to plant different types of grain.

Click to turn on auto-crop.
 
Level 11
Joined
Sep 12, 2008
Messages
657
Nah.. its a part of my map ;P allso i updated it ^^

How the heck do i add a picture?
i added mine.. made it like 150% smaller, but it still doesnt fit...
it says updated, then when i look at picture, theres nothing there..

edit: Added a screensot.
 
Last edited:
  • Plant Growth
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Set Corn_Group = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Corn Plant (Small)))
      • Unit Group - Pick every unit in Corn_Group and do (Actions)
        • Loop - Actions
          • Set Corn_PickedUnit = (Picked unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Mana of (Corn_PickedUnit)) Greater than or equal to 10.00) and (((Corn_PickedUnit) is alive) Equal to True)
            • Then - Actions
              • Set Corn_Points[2] = (Position of (Corn_PickedUnit))
              • Unit - Kill Corn_PickedUnit
              • Item - Create Corn Seed at Corn_Points[2]
              • Item - Create Corn Seed at Corn_Points[2]
              • Item - Create Corn at Corn_Points[2]
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Random integer number between 1 and 100) Less than or equal to 30
                • Then - Actions
                  • Item - Create Corn at Corn_Points[2]
                • Else - Actions
              • Custom script: call RemoveLocation(udg_Corn_Points[2])
          • Else - Actions
      • Custom script: call DestroyGroup(udg_Corn_Group)
  • Plant corn
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Corn Seed
    • Actions
      • Set Corn_Points[1] = (Position of (Triggering Unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Terrain type at (Corn_Points[1])) Equal to Village - Crops
        • Then - Actions
          • Unit - Create 1 Corn Plant (Small) for (Owner of (Triggering Unit)) at Corn_Points[1] facing Default building facing degrees
          • Environment - Change terrain type at Corn_Points[1] to Village - Rough Dirt using variation -1 in an area of size 1 and shape Square
        • Else - Actions
          • Item - Create Corn Seed at Corn_Points[1]
      • Custom script: call RemoveLocation(udg_Corn_Points[1])
 
Level 8
Joined
Aug 21, 2009
Messages
408
Hmmm, i tried the system and i have to say its very buggy. The plow ability for the tractor is great however is kinda confusing as to how you turn it off. Once i plowed an area, and figured how to stop the ability (With the peasant??? Why does the peasant stop it?), i started planting with the tank... The corn was created wayyy off from were the tank was... If you change the collision size of the corn to 0, the tank wont collide with the corn and the corn will be created right behind the tank. Other than the confusing ability (i thought it was confusing) and the corn spawning away from the tank, i thought it was a good system. Almost motivated me to make a farming map hahah.. Im serious!
 
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