[Solved] Tree Swaying help plz

Level 4
Joined
Apr 4, 2020
Messages
13
Ok so back in the good old early days i KNOW for sure like a 100% theres a trigger to make tree's sway like naturally (in the wind) i know they used animation and animation speed. The biggest problem i got is, i can't find it back and the maps that i know have it are protected so i can't get the trigger back. I made one myself but it probably leaks and/or could be optimized ALOT. I know my old trigger didn't look like this and worked like charm. This trigger doesn't make the swaying that natural as they should. (example of map that has it = pimp my peon) Here is the basic trigger i made that kinda works but its just not smooth/natural. I tried mixing animations but i can't get that to work xD. My old map (before reforged) it looked soooo natural, i tested alot tweaked timing ALOT. i just can't get it back to the smooth swaying :( PLz help (i'm super bad at Jass etc) i do know basic custom script destroy/remove commands
 

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Seems all trees' stand hit animation is 0.3 seconds long, played at 2% speed, perhaps you need to increase the interval between each event? (Like 15 instead of 7.5)

You can also regroup your 3 blocks into a single if/then/else, even though that's probably not a problem for the trigger per se

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
          • (Destructible-type of (Picked destructible)) Equal to Fall Tree Wall
          • (Destructible-type of (Picked destructible)) Equal to Snowy Tree Wall
    • Then - Actions
  • La la la
    • Else - Actions
 
Seems all trees' stand hit animation is 0.3 seconds long, played at 2% speed, perhaps you need to increase the interval between each event? (Like 15 instead of 7.5)

You can also regroup your 3 blocks into a single if/then/else, even though that's probably not a problem for the trigger per se

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
          • (Destructible-type of (Picked destructible)) Equal to Fall Tree Wall
          • (Destructible-type of (Picked destructible)) Equal to Snowy Tree Wall
    • Then - Actions
  • La la la
    • Else - Actions
i did some tests with the%speeds and the timers and in my oppinion this "looked best" but i can remember they could look way more natural. now at the end of the hit animation its "teleports" back to starting state of the animation. If i remember correctly the old trigger that used to do this is blend 2 animations inside another to make 1 smooth left to side sway ending at same startingpoint so it looks smooth but hell do i rememebr how that trigger was xD
 
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