Hi, can anyone tell me what triggers there are for altering the terrain texture, altering the level of the ground, and placing trees. Im trying to find some and surprisingly im having a hard time, i know ive seen this done in other games.
there is little u can do to alter terrain, its pretty static, however theirs a tutorial on a marauder that weapon makes potholes, so you can probably do it in a roundabout way like that, as for cliff height thats involves pathing and thats static and not change. (its why we don't have bridges we can walk under)
As for doodads, u cant amke them via triggers but u can convert them to unslectable invulnerable units and place them that way. they would look and act like doodads
As for doodads, u cant amke them via triggers but u can convert them to unslectable invulnerable units and place them that way. they would look and act like doodads
For this method would it be any harder for the game to run, if i made a tree like this, would it be any harder if i just used a doodad tree?
I dont know if the game does extra processing for something designated as a unit than as a doodad?
There will be an increase in lag but it should be not noticeable. Rendering is the laggyest thing for objects, since your not adding any more polygons or more complex models, your not increasing client side lag very much. There is more data associated with the tree now but not significant in any way. but since it seems you will be making a lot of trees this underling extra data could add up but i don't expect it to.
Overall u should be ok but if your not and its because of the tree being considered units (and not triggers or behaviors), come back and report it cause it would be important to the community and myself to know.
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Hi, can anyone tell me what triggers there are for altering the terrain texture, altering the level of the ground, and placing trees. Im trying to find some and surprisingly im having a hard time, i know ive seen this done in other games.
thanks.
there is little u can do to alter terrain, its pretty static, however theirs a tutorial on a marauder that weapon makes potholes, so you can probably do it in a roundabout way like that, as for cliff height thats involves pathing and thats static and not change. (its why we don't have bridges we can walk under)
As for doodads, u cant amke them via triggers but u can convert them to unslectable invulnerable units and place them that way. they would look and act like doodads
@SoulTaker916: Go
As for doodads, u cant amke them via triggers but u can convert them to unslectable invulnerable units and place them that way. they would look and act like doodads
For this method would it be any harder for the game to run, if i made a tree like this, would it be any harder if i just used a doodad tree?
I dont know if the game does extra processing for something designated as a unit than as a doodad?
There will be an increase in lag but it should be not noticeable. Rendering is the laggyest thing for objects, since your not adding any more polygons or more complex models, your not increasing client side lag very much. There is more data associated with the tree now but not significant in any way. but since it seems you will be making a lot of trees this underling extra data could add up but i don't expect it to.
Overall u should be ok but if your not and its because of the tree being considered units (and not triggers or behaviors), come back and report it cause it would be important to the community and myself to know.