Help with Different way of Getting Lumber

brc

New Member
Reaction score
1
So I want to make a different way of getting lumber in my map. Basically, a hero attacks a tree. After 10 hits, the tree falls and the hero gains 1 lumber.

Thanks!
 

Ashcat

Hellooo
Reaction score
68
Simply give your Hero a second attack type that can attack trees, doing 1-1 damage. Next give your trees 10 health. Now...

Code:
Lumber
    Events
        Destructible - A destructible within (Playable map area) dies
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Destructible-type of (Dying destructible)) Equal to Summer Tree Wall
                (Destructible-type of (Dying destructible)) Equal to Ashenvale Tree Wall
    Actions
        Player - Add 1 to (Owner of (Killing unit)) Current lumber
 

brc

New Member
Reaction score
1
I can cut down the tree now but i don't get any lumber. My code is just like yours but no conditions.
 

Vaius

New Member
Reaction score
19
The trigger (Owner of (Killing Destructible)) would refer to a destructible killing something, and does not exist.
 

Vaius

New Member
Reaction score
19
You could always make an un-selectable building with a tree model, 10hp, and 0 armor, and use the above trigger, changed to:

Code:
Lumber
    Events
        Unit - A unit within (Playable map area) dies
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Unit-type of (Dying unit)) Equal to Tree
    Actions
        Player - Add 1 to (Owner of (Killing unit)) Current lumber

If I am correct in my reasoning that should work as you intend it to.
 

bOb666777

Stand against the ugly world domination face!
Reaction score
117
A destructible within (Playable Map Area) doesn't work right, you HAVE to use a ton of Destructible Dies

BUT! There is a trick to make that quickly:
Make another trigger with event Elapsed game time is 0.1 seconds
and that adds the event to the actual trigger
Trigger:
  • LumberAddEvent
    • Events
      • Time - Elapsed game time is 0.10 seconds
    • 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
              • (Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
              • (Add Other trees you use here)
              • (Note: You NEED a condition here, because trees aren't the only type of destructibles... Rock Chunks, for example, are destructibles)
            • Then - Actions
              • Trigger - Add to LumberAddEvent <gen> the event (Destructible - (Picked destructible) dies)
            • Else - Actions


----
You could always make an un-selectable building with a tree model, 10hp, and 0 armor, and use the above trigger, changed to:

Code:
Lumber
    Events
        Unit - A unit within (Playable map area) dies
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Unit-type of (Dying destructible)) Equal to Tree
    Actions
        Player - Add 1 to (Owner of (Killing unit)) Current lumber

If I am correct in my reasoning that should work as you intend it to.

Not really... I mean, yes he could do that, but your trigger has a problem: you use Unit-Type of Dying destructible...
You can't convert a destructible to unit type XD
More like Unit-Type of Dying Unit
 

brc

New Member
Reaction score
1
K thanks! But for my lumber adding trigger, how do i make the number add to the player that killed the tree? Its not owner of killing unit.

@Vaius I would do that but then I'd have to remove my all my trees and place them again. Thanks though.
 

Azlier

Old World Ghost
Reaction score
461
Well, you can't get a killing unit from a destructable death event. Sad, I know. Blame Blizzard. What you can do is pick every hero in a short vicinity when the tree dies and add lumber, but that's a sloppy way to get it done.
 

brc

New Member
Reaction score
1
what if 1 guy is attacking the tree and another guy is just standing there. LOL will they both get lumber?
 

Azlier

Old World Ghost
Reaction score
461
My point exactly. It will catch both.
 

brc

New Member
Reaction score
1
k thanks for your help. Also when my tree dies it leaves a stump behind. Do you know how to get rid of that stump?
 

brc

New Member
Reaction score
1
it crashes wc3 when i use the remove trigger. lol anyways thanks everyone.
 

Vaius

New Member
Reaction score
19
A destructible within (Playable Map Area) doesn't work right, you HAVE to use a ton of Destructible Dies

BUT! There is a trick to make that quickly:
Make another trigger with event Elapsed game time is 0.1 seconds
and that adds the event to the actual trigger
Trigger:
  • LumberAddEvent
    • Events
      • Time - Elapsed game time is 0.10 seconds
    • 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
              • (Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
              • (Add Other trees you use here)
              • (Note: You NEED a condition here, because trees aren't the only type of destructibles... Rock Chunks, for example, are destructibles)
            • Then - Actions
              • Trigger - Add to LumberAddEvent <gen> the event (Destructible - (Picked destructible) dies)
            • Else - Actions


----


Not really... I mean, yes he could do that, but your trigger has a problem: you use Unit-Type of Dying destructible...
You can't convert a destructible to unit type XD
More like Unit-Type of Dying Unit

Uh... Yeah. Sorry. I don't know how I missed that.
 

chovynz

We are all noobs! in different states of Noobism!
Reaction score
130
What about another approach?

Object editor: give the Hero the Gather Wood ability, and set the various amounts for gathered? You'll have to play around with the different values between hero, hero levels, tree hp, and gathered amounts etc.

Just an idea. Dont know if it works.
 

HydraRancher

Truth begins in lies
Reaction score
197
LOL that would work I think 0.1 gathered arghh why didnt I think of that!
and I think it'll need 1 life (0.1 x 10)
 
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