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worgen.mdx not working and Rain Drop Rings covering Large Area

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Hey, so i have 2 issues, the first and most important issue is about allowing a model that creates water rings to cover a large area. I basically need someone to turn this model into the same model, but have maybe 1600 by 1600 of the model in one model so i can use less doodads to cover a larger area. If you do not understand please tell me and ill explain more.

The link to the water rings file is here:
http://www.mediafire.com/?hhebx43t932imtq

The other problem ive been having is that a model file isnt working in my map, i get an error when i start it up with the map editor. The file is here:

Deleted - TriggerHappy

Thanks in advance
 
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Level 10
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Jan 28, 2009
Messages
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Instead of that, don't use doodads.

1) Make a custom unit and assign it the rainy droppy ringy model.

2) Give your custom unit (RainyDroppyRingy) the Locust ability.

3) Make a trigger like this:

  • Events
    • Map Initialization
  • Conditions
  • Actions
    • Comment: Pardon, it's been long since I made triggers, so I don't remember the exact wording.
    • For each Integer A to X (where X is your desired number of RainyDroppyThingies)
      • Set TempLoc to Random point in region (MyRegion)
      • Unit - Create 1 units of type RainyDroppyRingy at TempLoc
      • Set TempGroup to Last created unit group
      • Custom script: Destroy Group(udg_TempGroup)
      • Custom script: Remove Location(udg_TempLoc)
    • End loop
(MyRegion) is the area in which you want the rings. The trigger selects a random point in MyRegion and creates a water ring unit there, then it loops that action, selecting new random points and creating new units, until X. With Locust, the unit will be unselectable and have no collision.

If someone finds me totally misleading in the trigger, please correct me. This is the basic idea. You should be able to find what the right actions are called - it should be almost as I wrote.
I hope it's a decent workaround for you.
If you understand triggers well, you can work out a much better one that does what you want.
 
Level 8
Joined
Sep 23, 2007
Messages
357
Instead of that, don't use doodads.

1) Make a custom unit and assign it the rainy droppy ringy model.

2) Give your custom unit (RainyDroppyRingy) the Locust ability.

3) Make a trigger like this:

  • Events
    • Map Initialization
  • Conditions
  • Actions
    • Comment: Pardon, it's been long since I made triggers, so I don't remember the exact wording.
    • For each Integer A to X (where X is your desired number of RainyDroppyThingies)
      • Set TempLoc to Random point in region (MyRegion)
      • Unit - Create 1 units of type RainyDroppyRingy at TempLoc
      • Set TempGroup to Last created unit group
      • Custom script: Destroy Group(udg_TempGroup)
      • Custom script: Remove Location(udg_TempLoc)
    • End loop
(MyRegion) is the area in which you want the rings. The trigger selects a random point in MyRegion and creates a water ring unit there, then it loops that action, selecting new random points and creating new units, until X. With Locust, the unit will be unselectable and have no collision.

If someone finds me totally misleading in the trigger, please correct me. This is the basic idea. You should be able to find what the right actions are called - it should be almost as I wrote.
I hope it's a decent workaround for you.
If you understand triggers well, you can work out a much better one that does what you want.

Thanks :) +rep
 
I really don't like that idea... why?

1st) Its not better than using Doodads
2nd) It can create two units on the same point
3rd) His trigger has some unnecessary things, especially the unit group thingy...

the only thing that it does better, is that it automates the creation of the rain drops...

but instead of using units, you can just use special effects (this way you won't need to create anything on the Object editor)...
 
Level 8
Joined
Sep 23, 2007
Messages
357
I really don't like that idea... why?

1st) Its not better than using Doodads
2nd) It can create two units on the same point
3rd) His trigger has some unnecessary things, especially the unit group thingy...

the only thing that it does better, is that it automates the creation of the rain drops...

but instead of using units, you can just use special effects (this way you won't need to create anything on the Object editor)...

Could you please show me how to do that?
 
NOTE: This one also has the problem of having the chance to create two rain drops on the same spot... I could write out a better code on JASS but I'm busy...

  • Events
    • Whatever event that you want
  • Conditions
  • Actions
    • For Each (Integer X) from 1 to 1600?
      • Do - Actions
        • Set TempPoint = RandomPoint on Region
        • Special Effect - Create a special effect on TempPoint using RainDropModel
        • Custom script: call RemoveLocation(udg_TempPoint)
btw, will they stay on the map until the end?

Oh, wait, I thought of an idea on how to remove the chances of it displaying more than one raindrop on one location, but I would prefer to do it in JASS...
 
Level 8
Joined
Sep 23, 2007
Messages
357
NOTE: This one also has the problem of having the chance to create two rain drops on the same spot... I could write out a better code on JASS but I'm busy...

  • Events
    • Whatever event that you want
  • Conditions
  • Actions
    • For Each (Integer X) from 1 to 1600?
      • Do - Actions
        • Set TempPoint = RandomPoint on Region
        • Special Effect - Create a special effect on TempPoint using RainDropModel
        • Custom script: call RemoveLocation(udg_TempPoint)
btw, will they stay on the map until the end?

Oh, wait, I thought of an idea on how to remove the chances of it displaying more than one raindrop on one location, but I would prefer to do it in JASS...

How do i "Set TempPoint" and what Variable Type, should Array be checked, if so what size should it be, and should i clear Initial Value?
 
Level 8
Joined
Sep 23, 2007
Messages
357
I'll try to write on up which has no chance of applying more than one raindrop at each point, when I get time... ^_^

by the way, i found that

For each (Integer X) from 1 to 8000, do (Actions)

has the best effect. I'm not sure if the frequency of the model got any higher once it reached 5000, but 8000 seemed like it had the best effect.
 
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