WindexGlow
New Member
- Reaction score
- 54
Alright, right off the bat; Do not ask why I am making this many destructibles.
Now, onto my question.
I Do not want the created doodads in water. Since the World editor doesn't realize where water is, I put terrain there (village fall trim grass).
Here is the code (this creates trees in water)
I tried setting a 'If Then Else' checking to see if L (point variable) was on Trim Grass (trim grass = underwater), if it was the trigger wouldn't make the desctructable.
It didn't work.
I than tried;
It didn't work either.
Can anyone help me with this problem? +rep if you do.
Now, onto my question.
I Do not want the created doodads in water. Since the World editor doesn't realize where water is, I put terrain there (village fall trim grass).
Here is the code (this creates trees in water)
Code:
Untitled Trigger 001
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 5000, do (Actions)
Loop - Actions
Set L = (Random point in (Playable map area))
Destructible - Create a Summer Tree Wall at L facing (Random angle) with scale (Random real number between 0.70 and 2.00) and variation (Random integer number between 0 and 7)
Custom script: call RemoveLocation(udg_L)
I tried setting a 'If Then Else' checking to see if L (point variable) was on Trim Grass (trim grass = underwater), if it was the trigger wouldn't make the desctructable.
It didn't work.
I than tried;
Code:
Untitled Trigger 001
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 5000, do (Actions)
Loop - Actions
Set L = (Random point in (Playable map area))
Destructible - Create a Summer Tree Wall at L facing (Random angle) with scale (Random real number between 0.70 and 2.00) and variation (Random integer number between 0 and 7)
Destructible - Pick every destructible within 50.00 of L and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at L) Equal to Village Fall - Short Grass
Then - Actions
Destructible - Remove (Picked destructible)
Else - Actions
Custom script: call RemoveLocation(udg_L)
It didn't work either.
Can anyone help me with this problem? +rep if you do.