Trees Resurrect?

Galdiuz

Creator of Photon Command
Reaction score
98
If you have World Editor Unlimited, there is a GUI trigger for that. It's called 'Advanced - Enviroment - Turn Regrowing Trees on/off'
Just run a trigger with it on map init, and trees will come back after about 2 second.
 

Exide

I am amazingly focused right now!
Reaction score
448
If you don't use either NewGen or WEU you could try this simple (and probably buggy) trigger:

Code:
Tree Respawn
    Events
        Destructible - A destructible within (Playable map area) dies
    Conditions
        (Destructible-type of (Dying destructible)) Equal to Summer Tree Wall
    Actions
        Wait (Random real number between 3.00 and 7.00) game-time seconds
        Set loc = (Position of (Dying destructible))
        Destructible - Create a (Destructible-type of (Dying destructible)) at loc facing (Random angle) with scale 1.00 and variation 0
        Custom script:   call RemoveLocation(udg_loc)
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
> and probably buggy

Oh yes, that it is...
Somewhat strange though that someone with nearly 4000 posts never got around to reading the hint texts that show up when selecting some event or action or whatever else in the editor...


And, please, don't create new destructibles all over the place!
Destructible - Ressurrect (Dying destructible) with ..., show birth
 

Igor_Z

You can change this now in User CP.
Reaction score
61
I have it in GUI and MUI if u want it. Reply here there are no bugs in it
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
Trigger:
  • Trees Regrow
    • Events
    • Conditions
    • Actions
      • Wait 20.00 seconds
      • Destructible - Resurrect (Dying destructible) with (Max life of (Dying destructible)) life and Show birth animation

Trigger:
  • Trees Start
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Destructible - Pick every destructible in (Playable map area) and do (Actions)
        • Loop - Actions
          • 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 Ruins Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Ruins Canopy Tree
            • Then - Actions
              • Trigger - Add to Trees Regrow <gen> the event (Destructible - (Picked destructible) dies)
            • Else - Actions





There's also an all-in-one version:
Trigger:
  • Regrow trees
    • Events
      • Time - Every 20.0 seconds
    • Conditions
    • Actions
      • Destructible - Pick every destructible in (Playable map area) and do (Actions)
        • Loop - Actions
          • Destructible - Resurrect (Picked destructible) with (Max life of (Picked destructible)) life and Show birth animationOr - Any (Conditions) are true


(Optionally with some "if then else" to check for those that are dead...)


Though it's not as great...
Difference being that the two triggers version handles each tree individually, whereas this one regrow them all at once,
which could mean that some trees revive after 20 seconds, and others instantly...
 

Igor_Z

You can change this now in User CP.
Reaction score
61
Here is what i got:

First Trigger:
E:
C:
A:Custom Script: local destructable BADTREE = GetDyingDestructable()
Wait 60 seconds
Custom Script: call DestructableRestoreLife( BADTREE, GetDestructableMaxLife(BADTREE), true )

Second Trigger:
E:Elapsed game time is 5 seconds
C:
A: Pick every Destructible in (Entire Map) and do (Actions)
Loop - Actions: Trigger - Add to First trigger <gen> the event (Destructible - (Picked Destructible) dies)
 
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