So I want burning / already burned trees for my map. Is this data or trigger thing? Don't really know how to start. For example Haven trees look good on ruined city terrain after burning.
I’ve been working on something similar for creeped version of tree death. I imagine it will work the same for fire and rather than trigger based this is Data Editor based but could be an alternative method for someone who needs this.
Open the Data Editor.
Go to the Actors Tab
Find the Actor of the Tree/Foliage you want to change.
Duplicate the Actor and untick the Footprints and the Models boxes then select ok.
You will then have what is effectively a direct copy of that tree/foliage, it will use the same model and same footprint as the original.
Select your version of the tree/foliage and in the Actor Event tab locate the ActorCreation with the event “AnimPlay Stand Stand PlayForever”
Change the Msg Type to “Model Swap” and then in the “Model” drop down list select your tree/foliage Dead version.
Finally, select the Signal.*.TreeCreep Actor Event and copy and paste it. In your newly pasted copy of that event change the Signal.*.TreeCreep from a “Msg Type Signal” to a “Msg Type ActorCreation”
(Alternatively copy/paste the Signal.*.TreeFire Actor Event and change that Msg Type if you want a fire death tree)
The events dictate what the tree does. So we are telling the tree to rather than wait to be hit by fire/creep to play that event as soon as the tree is created (i.e immediately) The only downside is that the trees will die at game start. So for the first 3 seconds of maptime any tree like this you place will die off. I suppose this is easily workroundable by making sure you only fade into the map three seconds after the map starts...
This will show up in the map editor as well (the tree will start out as normal and then wither and die after being placed. So you can get a feel of how it will look in your map.
I hope that’s a help.
-Debe
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I found this old thread: http://forums.sc2mapster.com/resources/tutorials/11923-data-how-to-burn-down-trees/
So I want burning / already burned trees for my map. Is this data or trigger thing? Don't really know how to start. For example Haven trees look good on ruined city terrain after burning.
Solved =)
Could you tell us how you solved it, so people searching for this thread end up with an answer?
I used trigger like: "Environment - Execute Hellion - Infernal Flame Thrower (Search) at Burn this tree from player 1"
Hellion has actor called "Hellion TreeKiller" so I did some testing and find out that answer. So its not damage effect, its search area.
So right trigger is:
Attached file on 1st post. I usually attach file when get something solved so people can copy trigger for own map.
I don't know yet can I add already burnt trees anyhow but at least I can burn them by this trigger.
I’ve been working on something similar for creeped version of tree death. I imagine it will work the same for fire and rather than trigger based this is Data Editor based but could be an alternative method for someone who needs this.
Open the Data Editor.
Go to the Actors Tab
Find the Actor of the Tree/Foliage you want to change.
Duplicate the Actor and untick the Footprints and the Models boxes then select ok.
You will then have what is effectively a direct copy of that tree/foliage, it will use the same model and same footprint as the original.
Select your version of the tree/foliage and in the Actor Event tab locate the ActorCreation with the event “AnimPlay Stand Stand PlayForever”
Change the Msg Type to “Model Swap” and then in the “Model” drop down list select your tree/foliage Dead version.
Finally, select the Signal.*.TreeCreep Actor Event and copy and paste it. In your newly pasted copy of that event change the Signal.*.TreeCreep from a “Msg Type Signal” to a “Msg Type ActorCreation”
(Alternatively copy/paste the Signal.*.TreeFire Actor Event and change that Msg Type if you want a fire death tree)
The events dictate what the tree does. So we are telling the tree to rather than wait to be hit by fire/creep to play that event as soon as the tree is created (i.e immediately) The only downside is that the trees will die at game start. So for the first 3 seconds of maptime any tree like this you place will die off. I suppose this is easily workroundable by making sure you only fade into the map three seconds after the map starts...
This will show up in the map editor as well (the tree will start out as normal and then wither and die after being placed. So you can get a feel of how it will look in your map.
I hope that’s a help.
-Debe