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Two Things

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Level 4
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I wanted to know what the triggering would be, if I wanted my trees to regrow if the were to be destroyed.
It would save me a lot of trouble, and it would also make my map better. :p

And one more thing a little off subject... :shock:

DOES ANYONE KNOW THE PATH FOR A KNIGHT?!?!
I cant find it anywhere in the WCIII Viewer, and no one is responding to me when I ask. :evil:
 
Level 3
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k i dont know how to make them regrow (though i could try) but i know how to make them live longer or just to make them not die from being choped. tell me if one of these is what ur talking a bout and then ill explain. cuz i dont got the time right now.
 
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Shadow_Talon said:
k i dont know how to make them regrow (though i could try) but i know how to make them live longer or just to make them not die from being choped. tell me if one of these is what ur talking a bout and then ill explain. cuz i dont got the time right now.

Well, there is no real harvesting of the trees. The only cause of them being destroyed would be heroes' spells, such as spells like the KotG tree ents or if someone happened to be targeting with an AoE like that fire pillar spell from the Blood Mage. :eek:

I just mainly want the trees to regrow, so if theres any cases where the trees would be destroyed and it ruined some of the paths these units took, it would regrow and fix. :)

Also, so I wouldnt have to worry about creating skills for my heroes that dont blow up the trees. Just stuff like that. :p

Thanks. :D
 
Level 13
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Sry, but that trigger won't work.

Unit - A unit Dies <- this is concerning to a unit, not a destructible

(tree is dead) Equal to (tree is dead) <- wrong condition, always true

the action is correct, but there should be sth like a "destructible - destructible dies" event, don't have WE open atm
 
DarkShadow said:
Sry, but that trigger won't work.

Unit - A unit Dies <- this is concerning to a unit, not a destructible

(tree is dead) Equal to (tree is dead) <- wrong condition, always true

the action is correct, but there should be sth like a "destructible - destructible dies" event, don't have WE open atm

Maybe like this

Events
Destructible - A destructible within (Entire map) dies
Conditions
(Dying destructible) Equal to Tree
Actions
Destructible - Create a Summer Tree Wall at (Position of (Dying destructible)) facing (Random angle) with scale 1.00 and variation 0
 
this dont work too.I found a new one :shock:

Events
Destructible - A destructible within (Playable map area) dies

Conditions
(Dying destructible) Equal to (Dying destructible)

Actions
Wait 2.00 seconds
Destructible - Create a Summer Tree Wall at (Position of (Dying destructible)) facing (Random angle) with scale 1.00 and variation 0


but there is 1 problem that i duno to fix.This will create a tree in pleace of "Dying destructible" whic mean if you destroy a cage it will create a tree :shock: . :twisted:

Heey Shadow_Talon could you pm me how to make trees live longer...and the rest. :twisted:
 
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instead of checkin or the destuctable is dying destuctable check or it is a sumer tree wall and then it works fine :D
 
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What he meant whas that the condition "(Dying destructible) Equal to (Dying destructible)" always returns true, so the trigger will run if any destructible dies and will place a tree there. Use a destructible type condition, if there's such a condition (dunno because of not having WE open)
 
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DarkShadow said:
What he meant whas that the condition "(Dying destructible) Equal to (Dying destructible)" always returns true, so the trigger will run if any destructible dies and will place a tree there. Use a destructible type condition, if there's such a condition (dunno because of not having WE open)

you got it :D
 
Level 4
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Argh you guys are confusing me, with all the trigger script! :x

Can you guys write me full out what the whole trigger is? So I get it right and I wont be confused. :cry:

Thanks though, you guys are a big help. :D
 
Events
Destructible - A destructible within (Playable map area) dies

Conditions
(Destructible-type of (Dying destructible)) Equal to Summer Tree Wall
some thing like this

Actions
Wait 2.00 seconds
Destructible - Create a Summer Tree Wall at (Position of (Dying destructible)) facing (Random angle) with scale 1.00 and variation 0


You can put wait on whatever you want

for example: you cast a flame strike on tree and want it to regrow in 30 sec put it like this

Actions
Wait 30.00 seconds
Destructible - Create a Summer Tree Wall at (Position of (Dying destructible)) facing (Random angle) with scale 1.00 and variation 0 :D :twisted:
 
Level 4
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Are you sure thats an real event you can choose? Because I dont have that event, and the other stuff that you can choose instead, doesnt really fit.

Help? :cry:

Sorry.
 
Level 4
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I tried something, and thought it would work, now that Elf gave me the real event name, but its slightly different than what Elf did. So, Im still going to need that explanation...because I just cant get it to work... :cry:

I mainly need to know what to put for paths and basically a walk through on how to use that knight model. Yes, I know theres a tutorial on this site, but to me this case is different because theres like only one thing. Im new to the importing stuff, so...could someone help me with that???
I really need help on importing and what the paths are. :cry:

And another thing is that everytime I try to load it or try a path I havent tried, it shows up as a green and black spotted box. And say "Could not load file, so-and-so."

ARGH I NEED SOME HELP ON THIS! :evil:
 
Level 6
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If i'm not mistaking, in the description it says there's a maximum of 61 i think, so if you have more than 61 destructibles in your map, only some will regrow. So if i'm not mistaking, you should put regions over regions with 61 (or less) destructibles each.
 
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ElfWarfare said:
Try CnP the trigger I posted to you if no i WILL try to explain it better :D But you must say what part you dont understand

sry for my english :roll:

How do you CnP the trigger into the trigger editor. It doesnt let you paste. :?
 
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