[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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Level 30
Joined
Aug 29, 2012
Messages
1,382
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
 
Level 4
Joined
Apr 4, 2020
Messages
13
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
 
Level 30
Joined
Aug 29, 2012
Messages
1,382
You can use this action

  • Animation - Queue (Picked destructible)'s stand hit animation
It will automatically play the anim you specify when the previous one finishes, so that should make things smoother (not sure if stand or stand hit is better in this case)
 
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