is this possible?

A

ApocRhino

Guest
is it possible to make a death area in a map were the tileset changes between two types every like 2 seconds or something so that when its one tileset it kills you and when its another tileset its walkable?
 

Tinesthia

New Member
Reaction score
3
I'm very certain it's possible in TFT, but uncertain of any way in ROC at this point. (Getting some more code to put in this post...)

(edit 1) So far I have added only the kill trigger.
Code:
    Events
        Time - Every 0.07 seconds of game time
        //Change this periodic time to suit your need of accuracy. (Lower time = more accurate)

    Actions
        Set zGroup = (Units in (Playable map area)((Terrain type at (Position of (Matching unit))) Equal to Dungeon - Lava))
//Change playable map area for this trigger to kill units only in a certain rect(region)
//Trigger being used is Set - (unit group) = Units in rect matching condtion (Terrain Type Comparison - Unit position of (unit) = (terrain type)

    Unit Group - Pick every unit in zGroup and do (Unit - Kill (Picked unit))
    CustomScript: call DestroyGroup(udg_zGroup)
 
A

ApocRhino

Guest
so thats the kill one and you will be adding the one to make the tiles on a certain block change bak and forth between two diff tiles.?
 

Tinesthia

New Member
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Yep, here is one I just made.

Code:
    Events
        Time - Every 3.00 seconds of game time
//Change terrain types, wait values, to suit your gameplay desires 
//(There are other ways to do this, but this is just an example)

    Actions
        Set zPoint = rect(TerrainChange1)
        Environment - Change terrain type at (Center of zPoint) to Lordaeron Summer - Dirt using variation -1 in an area of size 1 and shape Circle
 

//TerrainChange1 is just a region I made of my desired position. (edit)Just fixed Memory Leaks

        Wait 1.00 seconds
        Environment - Change terrain type at (Center of zPoint) to Northrend - Snow using variation -1 in an area of size 1 and shape Circle
        Wait 1.00 seconds
        Environment - Change terrain type at (Center of zPoint) to Dungeon - Lava using variation -1 in an area of size 1 and shape Circle
        CustomScript: call RemoveLocation(udg_zPoint)
 
A

ApocRhino

Guest
can u tell me wut vraiables im gona need if any like if they r arrays and such and wut type...im rele bad with variables and triggs
 

Tinesthia

New Member
Reaction score
3
The only variable I am using in the above, is
zPoint (Type = Point, Not an array)
But you don't have to use zPoint

If you'd like, here is a more basic version.
(edit - Attatched images that might be helpful)
(edit 2- In the first post of mine I am using zGroup (Type = Unit Group, Not an array))
Code:
Actions
        Environment - Change terrain type at (Center of Rect) to Northrend - Snow using variation -1 in an area of size 1 and shape Circle
        Wait 1.00 seconds
        Environment - Change terrain type at (Center of Rect) to Dungeon - Lava using variation -1 in an area of size 1 and shape Circle

//No variables in this trigger
 

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Tinesthia

New Member
Reaction score
3
Yes it will, that particular trigger will
Change Terrain to Snow.
Wait 1 second
Change Terrain to Lava.
Wait 2 seconds
Change Terrain to Snow.
Wait 1 second
Change Terrain to Lava.
etc..
 
M

Mythic Fr0st

Guest
yea

But that leaks though, for the terrain part (all I looked at:p)

Variables:
Loc, point, array 1
Code:
Event - Every 1.00 second
Condition
Action 
 - set Loc[1] = center of region 001
if terrain type at Loc[1] equal to Lava
then- change terrain type at Loc[1] to "Snow"
else - change terrain type at Loc[1] to "Lava"
call RemoveLocation(udg_Loc[1])

that will go every 1.00 second, check if the terrain type in that region is Lava, if it is, change to snow, otherwise back to lava

(snow, lava, snow, lava) is the result
 
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