• 💀 Happy Halloween! 💀 It's time to vote for the best terrain! Check out the entries to Hive's HD Terrain Contest #2 - Vampire Folklore.❗️Poll closes on November 14, 2023. 🔗Click here to cast your vote!
  • 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 HD Level Design Contest #1 is OPEN! Contestants must create a maze with at least one entry point, and at least one exit point. The map should be made in HD mode, and should not be openable in SD. Only custom models from Hive's HD model and texture sections are allowed. The only exceptions are DNC models and omnilights. This is mainly a visual and design oriented contest, not technical. The UI and video walkthrough rules are there to give everyone an equal shot at victory by standardizing how viewers see the terrain. 🔗Click here to enter!

Tree detecting

Not open for further replies.
Level 29
Oct 24, 2012
at map init group all trees and on death event remove tree from group and check whether the group is empty

This will not work correctly.

Enumerating destructibles in region / range only enumerates up to 64 destructibles.

You would instead need to make / place trees using triggers. Every tree you create add it to a global group.

You could enumerate trees in range whenever a tree dies but it may be tricky to get it to work properly as it may count other destructibles.
Not open for further replies.