So I like to use randomly generated terrain/doodads in my mapping, and have done so successfully, but at the moment I'm working on a map that has different rounds, and I'd like to remove previously generated doodads and create new ones between rounds.
I'm using 'create actor model at point' to spawn the doodads and I'm using invisible units to simulate pathing.
I'm not having any luck utilizing kill model, remove doodad, kill doodad or any of it.
Does anyone have a solution? I'm happy to dive into actor messages if need be, but I'm unsure how to do so.
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Starcraft2 mapping is an art. It is inspired by the soul and crafted from within and brought out, but not all artists have the skills to create it, which is why I need data/trigger editors. Come find me if you want to be part of something great.
Anyone know anything about removing trigger created doodads?
Rollback Post to RevisionRollBack
Starcraft2 mapping is an art. It is inspired by the soul and crafted from within and brought out, but not all artists have the skills to create it, which is why I need data/trigger editors. Come find me if you want to be part of something great.
Sending the actors a destroy command should remove them. If that is not possible with triggers then in the data editor give the actors a message response that destroys them.
It is possible to destroy doodads, I tried it with trees a while ago to remove them after they burnt for a while. The pathing and occlusion height seem permanent however (but that is no problem for you as you are using units to simulate that).
Interesting, maybe there is some hidden flag type that makes it a "doodad". Were these trees of yours produced via trigger? That may be the deciding factor for that.
Idk, I'll try actor messaging again.
Rollback Post to RevisionRollBack
Starcraft2 mapping is an art. It is inspired by the soul and crafted from within and brought out, but not all artists have the skills to create it, which is why I need data/trigger editors. Come find me if you want to be part of something great.
Swweeet. Figured it out. I was trying to put the created models (since they are created as a model) into a model variable or an actor variable under game link, and I couldn't reference it because those values are the type, not the unit itself. I couldn't figure that out at first, so that's why I gave up on it. But now I figured out I can save those created doodads via actor variables (not under gamelink) using the 'last created actor' function.
With that, I'm referencing them via for loop and sending an actor message of 'destroy' when I want to remove them.
This thread is SOLVED.
Rollback Post to RevisionRollBack
Starcraft2 mapping is an art. It is inspired by the soul and crafted from within and brought out, but not all artists have the skills to create it, which is why I need data/trigger editors. Come find me if you want to be part of something great.
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Hello everyone!
So I like to use randomly generated terrain/doodads in my mapping, and have done so successfully, but at the moment I'm working on a map that has different rounds, and I'd like to remove previously generated doodads and create new ones between rounds.
I'm using 'create actor model at point' to spawn the doodads and I'm using invisible units to simulate pathing.
I'm not having any luck utilizing kill model, remove doodad, kill doodad or any of it.
Does anyone have a solution? I'm happy to dive into actor messages if need be, but I'm unsure how to do so.
Anyone know anything about removing trigger created doodads?
Sending the actors a destroy command should remove them. If that is not possible with triggers then in the data editor give the actors a message response that destroys them.
It is possible to destroy doodads, I tried it with trees a while ago to remove them after they burnt for a while. The pathing and occlusion height seem permanent however (but that is no problem for you as you are using units to simulate that).
Interesting, maybe there is some hidden flag type that makes it a "doodad". Were these trees of yours produced via trigger? That may be the deciding factor for that.
Idk, I'll try actor messaging again.
Swweeet. Figured it out. I was trying to put the created models (since they are created as a model) into a model variable or an actor variable under game link, and I couldn't reference it because those values are the type, not the unit itself. I couldn't figure that out at first, so that's why I gave up on it. But now I figured out I can save those created doodads via actor variables (not under gamelink) using the 'last created actor' function.
With that, I'm referencing them via for loop and sending an actor message of 'destroy' when I want to remove them.
This thread is SOLVED.