I' appreciate tutorial/guide for terrain deformation API as the arguments seems complex to fiddle with?
JASS:
// Arguments seems apparent
native TerrainDeformCrater takes real x, real y, real radius, real depth, integer duration, boolean permanent returns terraindeformation
// What is count/spaceWaves/timeWaves/radiusStartPct/limitNeg?
native TerrainDeformRipple takes real x, real y, real radius, real depth, integer duration, integer count, real spaceWaves, real timeWaves, real radiusStartPct, boolean limitNeg returns terraindeformation
// What is dirX/dirY/trailTime/count?
native TerrainDeformWave takes real x, real y, real dirX, real dirY, real distance, real speed, real radius, real depth, integer trailTime, integer count returns terraindeformation
// What is updateInterval?
// I expected at least two params, e.g. delta update interval/height update rate.
native TerrainDeformRandom takes real x, real y, real radius, real minDelta, real maxDelta, integer duration, integer updateInterval returns terraindeformation
// What is duration for?
native TerrainDeformStop takes terraindeformation deformation, integer duration returns nothing
- What is the stock spell (as demo) for Ripple and Random (maybe Earthquake is Random)? Which one does Volcano use (nor none of above)?
- I would like the know set of parameters to simulate stock spell effect (as example).
- What is the point for TerrainDeformStop()? Stop the effect earlier?
- terraindeformation does not seem to have a "free" API, so it is auto managed, or TerrainDeformStop must be invoked?