Death and Decay based spell to not kill trees?

bumbaclo

New Member
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3
So I made a spell based of Death and Decay, and even after modifying the targets allowed to "Air, Enemy, Ground, Neutral" it still seems to kill trees when placed on them. This leads me to believe its probably one of those hard-wired features of the spell. Is there an easy way around this or will triggers be required :(
 

HeX.16

Isn't Trollin You Right Now
Reaction score
131
Its hard-wired but triggering a D&D shouldnt be that hard.
Not a percentage but its freehand and im dead tired.
Trigger:
  • D%D
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Death And Decay
    • Actions
      • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 500.00 at (Target point of ability being cast), dealing (Real((Intelligence of (Triggering unit) (Include bonuses)))) damage of attack type Spells and damage type Normal
 

Bogrim

y hello thar
Reaction score
154
I bet you want your trees as permanent pathing blockers and don't want players to create holes in your map design, yes?

Simply put this in your map initialization:
Trigger:
  • Actions
    • Destructible - Pick every destructible in (Entire map) and do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
          • Then - Actions
            • Destructible - Make (Picked destructible) Invulnerable
          • Else - Actions

Replace Summer Tree Wall with the type of tree you're using.
 

HydraRancher

Truth begins in lies
Reaction score
197
I bet you want your trees as permanent pathing blockers and don't want players to create holes in your map design, yes?

Simply put this in your map initialization:
Trigger:
  • Actions
    • Destructible - Pick every destructible in (Entire map) and do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
          • Then - Actions
            • Destructible - Make (Picked destructible) Invulnerable
          • Else - Actions

Replace Summer Tree Wall with the type of tree you're using.

Pick destructible only picks the first 64. Unless you region every 60 or so segments of destructibe, this is hard.
 

bumbaclo

New Member
Reaction score
3
Ah Hex.16, indeed I was going to do something like that as well. But thats a great innovative approach Bogrim (your assumption was correct, +rep!), and it solves a couple more problems I had. Just wondering tho, from experience, would a trigger like that cause alot of lag in the beginning?

Edit: oh just noticed the reply, I see, aww darn, no easy way out i guess =p
 

Bogrim

y hello thar
Reaction score
154
No. The Map Initialization is loaded before the map starts. I have the action,
Trigger:
  • Destructible - Pick every destructible in (Entire map) and do (Destructible - Make (Picked destructible) Invulnerable)

In my own map. However, my action affects things like gates as well (which I needed to be controlled by triggers and not by players bashing on the doors).
 

meOme

New Member
Reaction score
31
Pick destructible only picks the first 64. Unless you region every 60 or so segments of destructibe, this is hard.
I don't think that's the case. I have the same trigger as Bogrim in my map (making all destructibles invulnerable) and I have more than 7500 destructibles and it works fine.
 
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