I am having a small problem with my map "Troll Tribes". In this map once the player has created an ax, and their troll carries it, the troll has the ability to chop down trees. As you may know, by default a player can't target a doodad, so I have developed two potential solutions to this problem:
1) Instead of using a doodad create a unit with a tree model and make it destructible only with the ax. Unfortunately several problems arise here. First all the tree units clutter the mini-map and lag the game a good bit (it is a large map filled with trees), and the second problem is that if the hero is ordered to move to an area blocked by a wall of trees (Meaning that the hero has to walk around the trees), with a doodad this is no problem, but for some reason, with units, the hero simply walks into the wall of trees and moves up and down as if they're going to magically get out of the way instead of walking around. So, for this solution to work I would need a way to fix the lag/mini-map troubles and find a fix to the hero's movement AI so make it walk around the trees.
2) I found through forum browsing that Colossi have a "Kill tree" event in their actors. Unfortunately my understanding of the events in the Galaxy Editor is basically nonexistent, plus all of the treads discussing this are only suggestions to try. Thus since I basically know nothing about the events and cannot test it out myself, to use this method I would need either a tutorial from someone on actor events (unfortunately the wiki isn't developed enough) so I could figure it out, or a detailed (At this point it would have to be basically step-by-step) walk through by someone who has created such an actor for killing trees.
If anyone has a solution, or at least a suggestion to either of these problems it would be greatly appreciated.
Thanks
Yeah, really I'm hoping that actors and effects would solve it since I'm fairly confident that wouldn't affect the game in terms of lag. Only problem is that the only thing I know about actors and effects is unit creation, and that doesn't really help here.
Make the tree unit into a structure, with a structure footprint, for other units to path around trees correctly.
You shouldn't need a special "kill tree" actor term if you make a tree unit; simply make the tree unit's actor from a structure's/other unit's actor (you mostly have to change the model after duplicating it), and it'll automatically be set up to play the tree's Death animation when the unit dies. You do have to use the correct trees, though, since only the Agria tree models have a "chopped down"-looking death animation. See "Actors->Unit/GenericUnitStandard/DestructibleKorhalTree", which uses the AgriaTree Model, and for its death animations, the KorhalTreeDeath0# Models, where # is the number of the model's variation, 0 through 7. You'll want to copy its events that contain a DeathCustomize term to your tree actor.
Edit: Oh, heh. You don't need to do any of that. Korhal Tree - Destructible is already a unit. You just might want to uncheck its unit Unselectable property.
for starters .... I would do something like..... unit enters range of actor..... actor spawns the tree unit that the harvestor is actually going to attack.....
this implies that the harvesting is issued the order for the area of the actors and not ordered to attack a specific tree
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If your map is lagging simply because it has a couple hundered stationary "Tree" units on it... there is either something you are not telling us, or your computer is made out of wooden hamsters.
What I ended up doing is the destructible unit trees with a 1x1 (doodad) pathing footprint and 0 mini-map radius. This seems to work perfectly. There are not hundreds of white dots on my mini-map, and the units are able to figure out how to walk around the trees. Also, I personally don't have any lag due to the tree units, but I saw posts on the forums which claimed it increased lag. Hopefully it remains lag free!
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I am having a small problem with my map "Troll Tribes". In this map once the player has created an ax, and their troll carries it, the troll has the ability to chop down trees. As you may know, by default a player can't target a doodad, so I have developed two potential solutions to this problem:
1) Instead of using a doodad create a unit with a tree model and make it destructible only with the ax. Unfortunately several problems arise here. First all the tree units clutter the mini-map and lag the game a good bit (it is a large map filled with trees), and the second problem is that if the hero is ordered to move to an area blocked by a wall of trees (Meaning that the hero has to walk around the trees), with a doodad this is no problem, but for some reason, with units, the hero simply walks into the wall of trees and moves up and down as if they're going to magically get out of the way instead of walking around. So, for this solution to work I would need a way to fix the lag/mini-map troubles and find a fix to the hero's movement AI so make it walk around the trees.
2) I found through forum browsing that Colossi have a "Kill tree" event in their actors. Unfortunately my understanding of the events in the Galaxy Editor is basically nonexistent, plus all of the treads discussing this are only suggestions to try. Thus since I basically know nothing about the events and cannot test it out myself, to use this method I would need either a tutorial from someone on actor events (unfortunately the wiki isn't developed enough) so I could figure it out, or a detailed (At this point it would have to be basically step-by-step) walk through by someone who has created such an actor for killing trees.
If anyone has a solution, or at least a suggestion to either of these problems it would be greatly appreciated. Thanks
@DaBernMon: Go
well its may be possible to do it with just actors and effects.... might be complicated in the long run and I dont know if it would fix the lag issue
Yeah, really I'm hoping that actors and effects would solve it since I'm fairly confident that wouldn't affect the game in terms of lag. Only problem is that the only thing I know about actors and effects is unit creation, and that doesn't really help here.
Try setting the tree unit's minimap radius to 0.
Make the tree unit into a structure, with a structure footprint, for other units to path around trees correctly.
You shouldn't need a special "kill tree" actor term if you make a tree unit; simply make the tree unit's actor from a structure's/other unit's actor (you mostly have to change the model after duplicating it), and it'll automatically be set up to play the tree's Death animation when the unit dies. You do have to use the correct trees, though, since only the Agria tree models have a "chopped down"-looking death animation. See "Actors->Unit/GenericUnitStandard/DestructibleKorhalTree", which uses the AgriaTree Model, and for its death animations, the KorhalTreeDeath0# Models, where # is the number of the model's variation, 0 through 7. You'll want to copy its events that contain a DeathCustomize term to your tree actor.
Edit: Oh, heh. You don't need to do any of that. Korhal Tree - Destructible is already a unit. You just might want to uncheck its unit Unselectable property.
@DaBernMon: Go
for starters .... I would do something like..... unit enters range of actor..... actor spawns the tree unit that the harvestor is actually going to attack.....
this implies that the harvesting is issued the order for the area of the actors and not ordered to attack a specific tree
Try asking the maker of the Hive Keeper map. His map has no noticeable lag and reasonable AI and has lots of destructible walls
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
@DrSuperEvil: Go
If your map is lagging simply because it has a couple hundered stationary "Tree" units on it... there is either something you are not telling us, or your computer is made out of wooden hamsters.
Thanks everyone for the suggestions!
What I ended up doing is the destructible unit trees with a 1x1 (doodad) pathing footprint and 0 mini-map radius. This seems to work perfectly. There are not hundreds of white dots on my mini-map, and the units are able to figure out how to walk around the trees. Also, I personally don't have any lag due to the tree units, but I saw posts on the forums which claimed it increased lag. Hopefully it remains lag free!