Seas =)
what about:
DeadTreeCheck
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Destructible - Pick every destructible in (Playable map area) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked destructible) is dead) Equal to True
Then - Actions
Destructible - Create a Barrens Tree Wall at (Position of (Picked destructible)) facing (Random angle) with scale 1.00 and variation 0
Destructible - Remove (Picked destructible)
Else - Actions
Ty man!![]()
STOP!! That makes LAGG. Massive lagg!
Dont post stuff like that on the forums, if i were an admin ive -3'ed you.
Here is the good GUI:
Or you could do:
ReviveTrees
Events
Destructible - A destructible within (Entire map) dies
Conditions
Actions
Destructible - Resurrect (Dying destructible) with (Max life of (Dying destructible)) life and Show birth animation
First Trigger is probly the best. Enjoy a flawless tree revival.. (More advanced exists..)
ReviveTrees
Events
Destructible - A destructible within (Entire map) dies
Conditions
Actions
Destructible - Pick every destructible in (Entire map) and do (Actions)
Loop - Actions
Destructible - Resurrect (Picked destructible) with (Max life of (Picked destructible)) life and Show birth animation
Resurrect doodads start
Event
Map initialization
Condition
Action
Destructible - Pick every destructible in (Playable map area) and do (Actions)
Actions
Trigger - Add to Resurrect doodads <gen> the event (Destructible - (Picked destructible) dies)
Resurrect doodads
Event
Condition
Action
Wait 20.00 game-time seconds
Destructible - Resurrect (Dying destructible) with (Max life of (Dying destructible)) life and show birth animation
Im sorry, but both ways are either too buggy or lagging.
The best way to solve this may be this one:
One trigger to initalize:
Code:Resurrect doodads start Event Map initialization Condition Action Destructible - Pick every destructible in (Playable map area) and do (Actions) Actions Trigger - Add to Resurrect doodads <gen> the event (Destructible - (Picked destructible) dies)
One to execute the resurrection;
Code:Resurrect doodads Event Condition Action Wait 20.00 game-time seconds Destructible - Resurrect (Dying destructible) with (Max life of (Dying destructible)) life and show birth animation
Im sorry, but both ways are either too buggy or lagging.
The best way to solve this may be this one:
One trigger to initalize:
Code:Resurrect doodads start Event Map initialization Condition Action Destructible - Pick every destructible in (Playable map area) and do (Actions) Actions Trigger - Add to Resurrect doodads <gen> the event (Destructible - (Picked destructible) dies)
One to execute the resurrection;
Code:Resurrect doodads Event Condition Action Wait 20.00 game-time seconds Destructible - Resurrect (Dying destructible) with (Max life of (Dying destructible)) life and show birth animation