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    posted a message on Creation/Destruction of Regions with Trigger (help needed)

    My Intent:

    Trigger A: Persistent Event that Deals Dmg to units in a specific region Trigger B: Creates/Modifies the Specific Region, waits a certain amount of time, then clears/destroy the Region.

    Ingame Problems of my Implementation.

    Trigger A: Seems to Work flawless Trigger B: Adding new Region Shapes to the allready existing specific region works well. But I have no Idea how to clear a region of all Shapes.

    I Tried the Workaround to Simple add a negative Shape to the Region after Trigger B has run. Which stopped Units from Taking dmg which previously stood in the Positive Region Shapes. At first I believed that would solve the problem, but if Trigger B runs a Second Time the A-Trigger does'nt work.

    I believe that a Negative Region Shape takes priority over The Positive Shapes, even if you add overlapping Positive Shapes after creating the negative shape.

    Another Workaround would be to let Trigger B enable/disable Trigger A but that would mean that I can't let the Region grow dynamically.

    Any ideas?

    Posted in: Triggers
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    posted a message on [Terrain] Creating Custom Molded Cliffs, Ramps and Multi-Level Water (video)

    While Looking good, this way of creating cliffs has a few other gamechanging problems... As you mentioned you have to add Pathing to it.

    Adding No ground Pathing to the Cliffs was no Problem at all. Then you have to make sure you can't build buildings on the edges of the cliffs or on the ramp as well since that could change the terrain to look ugly and unintended. Another problem is that despite looking Cliffy we terrain is still "flat". Which means units on the low side of the cliff can see units at the high side. So there is less tactical Bonus for positioning units there. Maybe you can workaround that with triggers bound to that region, I don't know.

    But nonetheless nice work and tutorial :)

    Posted in: Tutorials
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