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[General] Make Doodad appear in minimap

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I have disabled the terrain in the minimap with a blank tga. I reset camera bounds to different regions and it looks pretty sweet. But, I would like to show more of the pathing by using doodads. For example, the trees. However, they do not show up the way that units do. I went to OE and set show in minimap to true, but this only seems to affect the world editor minimap. Any ideas or suggestions will get rep. Thanks in advance.

P.S. I did try pick all destructibles and create dummy unit at position of destructible. It worked but caused massive lag on start-up. Even being leak free. I would prefer an editor solution / custom script.
 
Level 11
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Jul 25, 2014
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490
Some users do not use trees as destructables at all, they just use dummies with the trees as models. And that would certainly show up on your mini-map.

Another way is to not create dummies at the startup, but place them directly in the terrain editor. If there are not many of them, it could be a really easy thing to do.

Also you could use trees with different minimap color.
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Other than those suggestions, I don't see any other solution.
 
I don't want the trees to be selectable and I don't have any use for interacting with them in the map. I'm not sure, but I think spamming units will lag. I know too many doodads can even weigh a map down to make it slower. I just want to turn them on in the display.

You said, "Also you could use trees with different minimap color."

How exactly would I do that? I have tried changing the minimap color and they don't show up.
 
Level 9
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Sep 20, 2015
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Have you tried to change the color in the minimap? If i remember you can customize the minimap's trees color in the OE.

Another thing you can do is to export the minimap from the Editor, only with doodad picked, in this way the doodad will be seen in the minimap. But maybe it wil mes it up with the camera bound thing.

Ayway if you change the war3mapMap.tga file only unit will be visible on it, no doodad or other things.
 
Ya, I got all of that. I change camera bounds so that each region can have it's own map. However, when you do this the minimap does not change. So I blanked it out. It looks good and I have nice cave entrances and what not. But, I want to show the pathing somehow. Changing the minimap color only changes how they look in WE or is lost because it is part of the minimap that I blanked out. I can't use multiple minimap images for each region because wc3 won't let you change them in-game. I need a solution inside these parameters. It seems simple enough. I tried replacing the trees with units via trigger but this was a heavy task to run at the begining of the game and I could go and change it manually but I am worried about lag. Maybe someone can tell me if 1000+ extra units will cause lag. I believe they will.
 
Ya, I got all of that. I change camera bounds so that each region can have it's own map. However, when you do this the minimap does not change. So I blanked it out. It looks good and I have nice cave entrances and what not. But, I want to show the pathing somehow. Changing the minimap color only changes how they look in WE or is lost because it is part of the minimap that I blanked out. I can't use multiple minimap images for each region because wc3 won't let you change them in-game. I need a solution inside these parameters. It seems simple enough. I tried replacing the trees with units via trigger but this was a heavy task to run at the begining of the game and I could go and change it manually but I am worried about lag. Maybe someone can tell me if 1000+ extra units will cause lag. I believe they will.

Don't make the units all at once, that way its not as heavy. There won't be too much lag, however making every single unit,hero,destructible,not sure about effects still leaks some data we sadly can't clean.

As long as you don't show all the units or/and destructibles at the same time to all players, there won't be much lag if any at all. Seen some maze maps do this. :thumbs_up:
 
a Doodad is not even handle
they are more like animated effect

In short, there is no possible way that any function can affect a doodad.

OT:
Creating units for each destructable is soo terrifying O_O that it may even stop the thread.

Why not just use a destructable and make it act like a doodad? (e.g. pathing off)

I'd say its the other way around. . . Destructable's are much scarier then units. http://www.hiveworkshop.com/forums/lab-715/widget-memory-footprint-277476/ :grin:
 
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