Growing Trees Over Time

SarChasm

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Is it possible to have a "Grow Tree" like ability in which a unit plants a tree, and over x amount of time it grows into a normal Destructible Tree?
 

Dest

New Member
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Is it possible to have a "Grow Tree" like ability in which a unit plants a tree, and over x amount of time it grows into a normal Destructible Tree?

Obviously, it can, but it'll need to use some triggers for which I do not know how to.
 

Kuberr24

Well-Known Member
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28
first, you make an ability based on the skill "channel"
if you don't what channel is, read the tutorials about that spell.
basicly, it's an empty spell that does nothing without triggers, which you can freely edit to your needs.

Ok now, change channel so it targets a location

then make this trigger:

Trigger:
  • A unit starts the effect of an ability
    • (Ability being cast) equel to (Plant a plant)
    • Set TempPoint = Location of spell being cast
    • Create 1 tree at TempPoint
    • Change (last created destrucable) animation speed to 30%
    • Play (last created destructable) birth animation
    • CustomScript: RemoveLocation(udg_TempPoint)
 

SarChasm

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15
So for the x amount of time thing, I'd have to change by how much the animation speed is being reduced right?

EDIT: Would appreciate it if someone could point me to a good Channel tutorial, or just tell me where I can find the ability in the editor. Also, does this Channel ability let you target a point?
 

Weegee

Go Weegee!
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102
yes

The smaller the animation speed the slower the tree will appear to grow (obviously)
 

SarChasm

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Problem: You can still harvest from the tree as it is growing. I wanted to have it like the creation of something like a building. The structure is incapable of actually doing anything until it is finished building.
 

Weegee

Go Weegee!
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Trigger it. Seeing how you are creating a tree add that into a var. Then its your choice on how you are going to determine if its harvestable or not. I recomend using locals and JASS for this to work through out your map. I cant help you with the code cuse I have system restore to fix my comp (Again :banghead:)
 

SarChasm

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Okay, can someone tell me why this doesn't work?

Trigger:
  • Grow Tree
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Plant Tree
        • Then - Actions
          • Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\NightElf\Barkskin\BarkSkinTarget.mdl
          • Wait 5.00 seconds
          • Destructible - Create a Summer Tree Wall at (Target point of ability being cast) facing (Random angle) with scale 1.00 and variation (Random integer number between 0 and 9)
          • Animation - Play (Last created destructible)'s birth animation
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
 

Ayanami

칼리
Reaction score
288
Okay, can someone tell me why this doesn't work?

Trigger:
  • Grow Tree
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Plant Tree
        • Then - Actions
          • Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\NightElf\Barkskin\BarkSkinTarget.mdl
          • Wait 5.00 seconds
          • Destructible - Create a Summer Tree Wall at (Target point of ability being cast) facing (Random angle) with scale 1.00 and variation (Random integer number between 0 and 9)
          • Animation - Play (Last created destructible)'s birth animation
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions

It probably because after the "Wait", the trigger no longer recognises "Target point of ability being cast". So set variables.

Trigger:
  • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Plant Tree
        • Then - Actions
          • Set TempPoint = (Target point of ability being cast)
          • Special Effect - Create a special effect at TempPoint using Abilities\Spells\NightElf\Barkskin\BarkSkinTarget.mdl
          • Set Effect = (Last created special effect)
          • Wait 5.00 seconds
          • Destructible - Create a Summer Tree Wall at TempPoint facing (Random angle) with scale 1.00 and variation (Random integer number between 0 and 9)
          • Animation - Play (Last created destructible)'s birth animation
          • Special Effect - Destroy Effect
          • Custom Script: call RemoveLocation(udg_TempPoint)
        • Else - Actions
 

SarChasm

New Member
Reaction score
15
If someone casts this spell multiple times within 5 seconds, or different players cast the spell at the same time, wouldn't that screw up the TempPoint and Effect variables?
 

Ayanami

칼리
Reaction score
288
If someone casts this spell multiple times within 5 seconds, or different players cast the spell at the same time, wouldn't that screw up the TempPoint variable?

It would screw the variable. Then just give arrays.
 

Ayanami

칼리
Reaction score
288
Then set the array in this manner.

Trigger:
  • Actions
    • Set PlayerNumber = (Player number of (Owner of (Triggering unit)))
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Value less than or equal to 20
      • Then - Actions
        • Set Value = (Value + 1)
      • Else - Actions
        • Set Value = 1
    • Set Value = (Value + 1)
    • Set TempPoint[(PlayerNumber x 21) + Value]


I think it's like this =/
 

SarChasm

New Member
Reaction score
15
Perhaps there is a better way to approach this spell. I'm looking for something that will create a marker so that the player will know where the spell was targeted. Then after x amount of time, the marker will disappear, and a tree will spawn where the marker formerly was.

EDIT: Turns out the original code works, but only if the worker stays put for the duration of the spell. Perhaps this is something that has to do with the Channel ability itself?
 

vypur85

Hibernate
Reaction score
803
2 triggers, MUI:
Code:
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Plant Tree 
    Actions
        Set TempPoint = (Target point of ability being cast)
        Unit - Create 1 EffectUnit at TempPoint for Owner of (Triggering unit)...
        Unit - Add 5 seconds generic Expiration timer to (Last created unit)
        Custom Script: call RemoveLocation(udg_TempPoint)

Code:
    Events
        Unit - A unit dies
    Conditions
        Unit-type of (Triggering unit) Equal to EffectUnit
    Actions
        Set TempPoint = (Position of (Triggering unit))
        Destructible - Create a Summer Tree Wall at TempPoint facing (Random angle) with scale 1.00 and variation (Random integer number between 0 and 9)
        Animation - Play (Last created destructible)'s birth animation
        Animation - <[I]you can also set animation speed here, to look realistic[/I]>
        Custom Script: call RemoveLocation(udg_TempPoint)

It's a cheating way. But it's simple and it works. EffectUnit is a dummy unit with your desired sfx model. Give it Locust etc...
 

SarChasm

New Member
Reaction score
15
This doesn't solve the problem of the variables getting screwed up with multiple casts though. Good idea though.
 
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