Growing Tree?

sjakie

Cookie Be Awesome!
Reaction score
127
Just a tiny question: I use felwood tree wall, do these grow back if they are destroyed/cut down?

If they do, alright!
If they dont, what ones do?
 
A

Andersaaa12

Guest
u can use trigger like
tree dies
destrictible equal to feelwood tree
destructible create felwood tree with birth animation
 

sjakie

Cookie Be Awesome!
Reaction score
127
u can use trigger like
tree dies
destrictible equal to feelwood tree
destructible create felwood tree with birth animation

I dont want them to grow back inmediatly.
In ur case i would have to set the location of the tree a variable right?

If I did that, people cant destroy more than 1 tree every 20 seconds or the game gets screwed up. Or are you talking about a other way?
 
A

Andersaaa12

Guest
no it works u can just add wait 5 seconds
destrictibl-create felwood tree position of dying destrictible with birth animation
and u dont need any variables, it has worked on one of my maps
 

FroznYoghurt

New Member
Reaction score
37
i think you could simply use wait, take:

tree dies
destrictible equal to feelwood tree
destructible create felwood tree with birth animation
and just add;

Code:
tree dies
destrictible equal to feelwood tree
-> wait 20 sec <- 
set temppoint = pos of triggering destructible
destructible create felwood tree with birth animation at temppoint
call RemoveLocation(udg_temppoint)

normally it's a big nono using waits, but i think when you are refering to triggering unit (or destructible) it actually doesn't get fucked up.
 

Seannny

Why GUI when you can Jass?
Reaction score
46
i like to have my trees grow back in random areas of the map =D and yes it DOES require variables to set where the position it respawns is. Otherwise it leaks.
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
> no, something like dying unit will get overwritten

Dying unit is extremely resistant, and has no problems with waiting.
Other than the basic fact that dead bodies only stay around for some 90 seconds (unless edited).

Same holds for "Dying destructible". No problem.


The usual "regrow trees" goes like this:
Code:
Trees Regrow
    Events
    Conditions
    Actions
        Wait 20.00 seconds
        Destructible - Resurrect (Dying destructible) with (Max life of (Dying destructible)) life and Show birth animation
Code:
Trees Start
    Events
        Map initialization
    Conditions
    Actions
        Destructible - Pick every destructible in (Playable map area) and do (Actions)
            Loop - Actions
                Trigger - Add to Trees Regrow <gen> the event (Destructible - (Picked destructible) dies)

Optionally with some condition(s) to only add actual trees.
 

LordOglog

New Member
Reaction score
16
Just a note, if any trees are created during the game (maybe to block off an area) you will need to add them with:
Code:
Trigger - Add to Trees Regrow <gen> the event (Destructible - (Last Created destructible) dies)
 
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