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tree problem...again :(

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Level 5
Joined
Jul 12, 2007
Messages
113
Hey all,
months ago i had a problem with death and decay because i didn't want it to destroy trees. The solution i found was to create the needed thingy with triggers. But now i've got problems with this. I now just want to ask if anyone knows a way to prevent death and decay from destroying the trees, because it would save very much time and extra work. I've looked already at my old thread but i didn't find a solution. Please help!!
 
Level 8
Joined
Jul 22, 2008
Messages
331
like this

set a variable which declares point and area of effect of Death and Decay. then create new triger which goes like this:
  • Events:
    • destructible dies
  • Conditions:
    • dying destructible is in <your daclared region/radius>
  • Actions:
    • regrow dying destructible
Simple as that.

Would you give me rep please. just enter the positive reputation...:smile:
 
Level 14
Joined
Nov 4, 2006
Messages
1,241
its not excactly what you want but maybe it helps:

  • Events
    • Unit - A Unit finishes the effect of an ability
  • Conditions
    • Ability being cast equal to death and decay
  • Actions
    • set temppoint = target area of ability being cast
    • pick every destructable of type lordaeron summertree in temppoint and do revive picked destructable
    • Custom script: call RemoveLocation(udg_temppoint)
just choose your treetype, if you have more then one, choose more ;)
although this makes the area passable while death and decay affects it, and it also revives trees which where dead before the ability was cast
 
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