Tree Killing Trigger

Never_Quit

New Member
Reaction score
16
hey my tree killing trigger looks good, but doenst work
I indexed my trees so that if i want to add more it will all be done with one trigger. Right now when a unit walks in the region it will not remove the tree, but it will revive the tree if you kill it then walk out of the region with the corresponding tree revive trigger.

Trigger:
  • Index
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set TreeToBeKilled[1] = Summer Tree Wall 0020 <gen>
      • Set TreeToBeKilled[2] = Summer Tree Wall 0195 <gen>
      • Set TreeToBeKilled[3] = Summer Tree Wall 0312 <gen>
      • Set TreeToBeKilled[4] = Summer Tree Wall 0487 <gen>
      • Set TreeKillRegion[1] = Tree Kill Region1 <gen>
      • Set TreeKillRegion[2] = Tree Kill Region2 <gen>
      • Set TreeKillRegion[3] = Tree Kill Region3 <gen>
      • Set TreeKillRegion[4] = Tree Kill Region4 <gen>


Trigger:
  • Tree Kill
    • Events
      • Unit - A unit enters Tree Kill Region1 <gen>
      • Unit - A unit enters Tree Kill Region2 <gen>
      • Unit - A unit enters Tree Kill Region3 <gen>
      • Unit - A unit enters Tree Kill Region4 <gen>
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 4, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (TreeKillRegion[(Integer A)] contains (Triggering unit)) Equal to True
            • Then - Actions
              • Destructible - Kill TreeToBeKilled[(Integer A)]
            • Else - Actions


Trigger:
  • Tree Revive
    • Events
      • Unit - A unit leaves Tree Kill Region1 <gen>
      • Unit - A unit leaves Tree Kill Region2 <gen>
      • Unit - A unit leaves Tree Kill Region3 <gen>
      • Unit - A unit leaves Tree Kill Region4 <gen>
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 4, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (TreeKillRegion[(Integer A)] contains (Triggering unit)) Equal to False
            • Then - Actions
              • Destructible - Resurrect TreeToBeKilled[(Integer A)] with (Max life of (Last created destructible)) life and Hide birth animation
            • Else - Actions

(revive is almost the same exact thing, but the kill call doesnt work:banghead:)
any thoughts?
 

Never_Quit

New Member
Reaction score
16
hmm ok was there any other solution?

i know i got a trigger that opened doors to work using something like this.
i'ma open that map up now...

EDIT:

Trigger:
  • Set Door Region Index
    • Events
    • Conditions
    • Actions
      • Set Door[1] = Demonic Gate (Diagonal 1) 0007 <gen>
      • Set DoorRegion[1] = Kings Main Gate <gen>



Trigger:
  • Door Open
    • Events
      • Unit - A unit enters Kings Main Gate <gen>
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 1, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (DoorRegion[(Integer A)] contains (Position of Door[(Integer A)])) Equal to True
              • (Current life of Door[(Integer A)]) Greater than 0.00
            • Then - Actions
              • Destructible - Open Door[(Integer A)]
            • Else - Actions


Trigger:
  • Door Close
    • Events
      • Unit - A unit leaves Kings Main Gate <gen>
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 1, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (DoorRegion[(Integer A)] contains (Position of Door[(Integer A)])) Equal to True
              • (Number of units in (Units in DoorRegion[(Integer A)])) Equal to 0
            • Then - Actions
              • Destructible - Close Door[(Integer A)]
            • Else - Actions
 
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