In my map I need some way to make it so I can have a lot of trees in my map but they need to be attackable. The only way I thought of was having the trees be units. Back in warcraft 3 though, they have trees/destructibles. Is there any way to have something like that so they can be attackable or at least be able to be targeted by a spell.
Tree are nothing more than unit with 0 health and invulnerable with an actor. Do a normal unit ( which can't attack, move, regenerate, ...) but with 30 health and add an actor that give tree model.
It should not lag the map unless you completely covered it with trees. Starcraft 2 can support quite a lot of units on-screen at once... 12 player games, 200 units each, means 2400 units. And I'm pretty sure it can handle more than that. You have that many trees?
Your tree has to be a unit, or it cannot be attacked.
im having some trouble trying to get that to work. i don't know exactly what i need to change on my doodads that i have. I tryed looking into it but couldn't find anything else that makes sense to me to change.
Give your effect a Region (Circle) actor which uses a Query Response that sends a signal which your doodad actor responds to via sub name. You then get it to cause a status increment and when the increment is right (Is Status term) then you get the actor to play the right animations and destroy it.
Since in WC3 the only unit able to hit trees next to the Flame Strike ability of the Blood Mage were siege weapons and those took 3 hits to kill trees.
Thanks for all the help, really appreciate it. Last thing is that the footprint doesn't go away when the actor does. It gets kill and everything but the footprint sticks around. Thanks in advance.
Any ideas on how to destroy the footprint too? I have read online that when you use "Destroy" it disconnects the actor from the footprint so the footprint will linger while the actor goes away. Could anyone confirm this or does anyone have any suggestions. Thanks in advance.
I will try messing around with them. the Events - Remove field is more for (according to the description on the editor) removing event responses, what it will respond to.
i jsut has a thought. What if i tryed to use the overlay footprint thing. Not quite sure how that works so maybe it would lay over the old footprint becuase i have a new doodad of a stump come up after u kill the tree. If someone could explain how overlay works for footprints, would be greatly appreciated. :D
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In my map I need some way to make it so I can have a lot of trees in my map but they need to be attackable. The only way I thought of was having the trees be units. Back in warcraft 3 though, they have trees/destructibles. Is there any way to have something like that so they can be attackable or at least be able to be targeted by a spell.
Tree are nothing more than unit with 0 health and invulnerable with an actor. Do a normal unit ( which can't attack, move, regenerate, ...) but with 30 health and add an actor that give tree model.
When I did that it lags up the game a lot. I have seen other game with a lot of trees and im wondering how they did it.
@Glooboo: Go
It should not lag the map unless you completely covered it with trees. Starcraft 2 can support quite a lot of units on-screen at once... 12 player games, 200 units each, means 2400 units. And I'm pretty sure it can handle more than that. You have that many trees?
Your tree has to be a unit, or it cannot be attacked.
Well most of my map is going to be covered with trees and so far i dont even have like 1/10 of the map covered and it is already lagging.
So you want every tree to be destroyable? Well on your other thread I told you a solution. Try that and see how that works.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
im having some trouble trying to get that to work. i don't know exactly what i need to change on my doodads that i have. I tryed looking into it but couldn't find anything else that makes sense to me to change.
Give your effect a Region (Circle) actor which uses a Query Response that sends a signal which your doodad actor responds to via sub name. You then get it to cause a status increment and when the increment is right (Is Status term) then you get the actor to play the right animations and destroy it.
Since in WC3 the only unit able to hit trees next to the Flame Strike ability of the Blood Mage were siege weapons and those took 3 hits to kill trees.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Thanks for all the help, really appreciate it. Last thing is that the footprint doesn't go away when the actor does. It gets kill and everything but the footprint sticks around. Thanks in advance.
Even when the actor is destroyed?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I have the event action be "Destroy" but it only does the model pretty much. Not the footprint.
Edit: This is the picture of what I have so far on the actor.
Any ideas on how to destroy the footprint too? I have read online that when you use "Destroy" it disconnects the actor from the footprint so the footprint will linger while the actor goes away. Could anyone confirm this or does anyone have any suggestions. Thanks in advance.
Well i am running out of ideas there but have you fiddled with the Actor - Flags? Or experimetned with the Event - Remove fields?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@Glooboo: Go
What is your unit's death time? Set it to 0. That might help?
@BloodClud: Go
Its not a unit it is a doodad dying.
@DrSuperEvil: Go
I will try messing around with them. the Events - Remove field is more for (according to the description on the editor) removing event responses, what it will respond to.
i jsut has a thought. What if i tryed to use the overlay footprint thing. Not quite sure how that works so maybe it would lay over the old footprint becuase i have a new doodad of a stump come up after u kill the tree. If someone could explain how overlay works for footprints, would be greatly appreciated. :D