How do i make a guy build a tree

Wesulmoon

New Member
Reaction score
6
make a dummy ability for a unit (that makes trees). (ability must be the kind that targets ground... Than write a trigger in gui, to place a tree at that point... :D
than use peons or other units with ability (harvest gold and lumber or only lumber) to harvest... :D
 

Wesulmoon

New Member
Reaction score
6
use ability Carrion swarm, make it have no effect...
so: make it deal no damage, make sure it is not hero ability, and clear model, buffs and effects in Object Editor...
than Give this ability to a unit you whant it to MAKE trees.

than write in triggers:
Trigger:
  • treemaking
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Carrion Swarm
    • Actions
      • Destructible - Create a Summer Tree Wall at ((Position of (Casting unit)) offset by 300.00 towards (Facing of (Casting unit)) degrees) facing (Random angle) with scale 1.00 and variation 0

hope it helps...
 

Bogrim

y hello thar
Reaction score
154
Make the guy build a farm. Edit the farm's model file to a tree. It has a birth animation which will display during the construction. Then run this trigger:

Events
A Unit Finishes constructing
Conditions
Unit-type of triggering unit equal to (Farm tree)
Actions
set Temp_Point = (Position of Triggering Unit)
Unit - Remove triggering unit from the game
Destructible - Create 1 Tree at Temp_Point
Custom Script: call RemoveLocation(udg_Temp_Point)
 

firehouse968

New Member
Reaction score
0
use ability Carrion swarm, make it have no effect...
so: make it deal no damage, make sure it is not hero ability, and clear model, buffs and effects in Object Editor...
than Give this ability to a unit you whant it to MAKE trees.

than write in triggers:
Trigger:
  • treemaking
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Carrion Swarm
    • Actions
      • Destructible - Create a Summer Tree Wall at ((Position of (Casting unit)) offset by 300.00 towards (Facing of (Casting unit)) degrees) facing (Random angle) with scale 1.00 and variation 0

hope it helps...
Please
 

Azlier

Old World Ghost
Reaction score
461
Not like giving a building a tree model even works properly.
 

tooltiperror

Super Moderator
Reaction score
231
Azlier, I think he said he wants it to be harvestable.

So why over complicated it and add a custom spell or something?
 

Bogrim

y hello thar
Reaction score
154
Can you expalin it step by step im sorry im just really bad at triggers
1. Go into the object editor and make a copy of a farm.

2. In your newly created unit, find the art field that contains the model and change it to something that looks like a tree under construction (I used a Bush). Rename it to something else.

3. Now go into the trigger editor and create a new trigger.

4. Create a new event and find "Generic Unit Event".

5. The new event will say, "A unit Dies". Click on the blue part and you will get a scroll menu. Find the condition of Finishes constructing and click ok.

Trigger:
  • Events
    • Unit - A unit Finishes construction


6. Now to create a condition in the trigger. There is a scroll menu starting with "Boolean Comparison". Scroll down to "Unit-type comparison".

7. The condition is saying, "(Unit-type of (Triggering unit)) Equal to Footman", there is another blue part to edit. Click on the Footman text, this will bring up a window containing units. There is another scroll bar there with the text "Melee", click on it and select "Custom". This will change the palette below to your custom units, and there you select your earlier made Farm.

Trigger:
  • Conditions
    • (Unit-type of (Triggering unit)) Equal to Tree Farm


8. Now you have to create an action. There are two scroll bars when creating an action. The small one above helps to narrow down your search of actions. It will say All. Select General, and in the second scroll bar find "Set Variable."

9. The text with the action will be red. This is because you don't have any variables yet. Click on the red text and you will get a window with a greyed out scroll bar. Select edit variables next to it and you will yet another window with an empty list. Click on the button in top of the new window with a green X which will say "New variable" on mousing over. Then a fourth window opens, this time saying variable.

10. To create your variable, write in name "Temp_Location". In the scroll bar below select "Point". Leave array unchecked and you can now click ok. On the previous window your new variable will appear and selected automatically. Click ok again. And the second window, ok again. You are now back to the action window where the Set Variable action now says "Set Temp_Location = Value".

11. Now click Value. There will come a new window with a scroll menu which is automatically selected and says, "Hasttable - Load Location Handle". Scroll down on this bar and find "Position of Unit". You will see it says "Position of (Triggering unit)". Click ok. And click ok again to finish creating the action.

Trigger:
  • Set Temp_Location = (Position of (Triggering unit))


12. Now for the second action, in the small panel above where you previously selected General, scroll down and select Unit. In the second large menu bar find the action called "Remove". Click ok to create the second action.

Trigger:
  • Unit - Remove (Triggering unit) from the game


13. Now for the third action, in the small panel above again select "Destructible". The first action that appears in the large bar is the one you need, "Create". There are 4 parts of blue text for this, click the second saying "(Center of (Playable map area)). There will come two scroll bars up, but you will notice the one above actually has the variable you created earlier. Select that and click ok till you have the action created.

Trigger:
  • Destructible - Create a Summer Tree Wall at Temp_Location facing (Random angle) with scale 1.00 and variation 0


14. Now for your final action, you need to go under general again and this time select Custom Script. Click the red text to fill in and copy this line precisely:
call RemoveLocation(udg_Temp_Location)

15. This is how the complete trigger should look:

Trigger:
  • (Name of your trigger)
    • Events
      • Unit - A unit Finishes construction
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Tree Farm
    • Actions
      • Set Temp_Location = (Position of (Triggering unit))
      • Unit - Remove (Triggering unit) from the game
      • Destructible - Create a Summer Tree Wall at Temp_Location facing (Random angle) with scale 1.00 and variation 0
      • Custom script: call RemoveLocation(udg_Temp_Location)

farmtree.jpg
 
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