• 0

    posted a message on [Trigger, Terrain] Make Lava/Water Raise and Lower
    Quote from jaf243: Go

    Is there any way to link the damage height to the current height of the water/lava?

    If you refer to a direct function doing that, as far as i know, sadly no, unless someone makes a custom galaxy script that can access a specific water's current height.

    Instead, my own approach was to take the start and end height and save them in variables, same for the transition time, and then start calculating the current height constantly using these values in a trigger. It's not perfect, but it's working pretty okay.

    Posted in: Tutorials
  • 0

    posted a message on [Trigger, Terrain] Make Lava/Water Raise and Lower

    to find out the exact height where you want damage to be dealt, check the water/lava state window. There, you see the exact height the lava has both at the normal aswell as the lowered/heightened state. Replace the value in the trigger / variable with said number.

    In case of using my version of the lava damage, you essentially just change the variables for lowered height, raised height, and time it takes to rise. The script deals with the rest to assure you that units get fried as the lava rises slowly. =D

    Posted in: Tutorials
  • 0

    posted a message on [Trigger, Terrain] Make Lava/Water Raise and Lower

    @DragonTM: Go I see. about those "FireDamages"... those are damage-effects i quickly made in the Data editor myself. Open the Effects tab, right click on the list, add a new effect and set it to Damage, then edit it's properties to the damage values you need (essentially, just change how much it hurts, and set a proper death-type if it's lava/acid/etc). Once done, they'll be in the list now.

    Posted in: Tutorials
  • 0

    posted a message on [Trigger, Terrain] Make Lava/Water Raise and Lower

    you could also replace the rather static damage system with a somewhat more dynamic one, which checks the current height of the lava as it rises (instead of waiting for the lava being fully risen, or not affecting units that stand on higher ground) and then damages the ground units according to how deep they are in the lava itself. Like shallow (feet in lava) dealing 2 damage, middle (waist-height) dealing 5 and deep (small units drowning) doing 10 damage, every 0.1 second. In doing so, units don't magically explode when they step with a foot into lava or barely move along it. You could then also make the damage effects for the units (burning, in case of lava, or getting dissolved when it's acid, etc), to add nifty tidbits.

    I had made a example map for the Beta Phase 1, which is hosted here. It still loads, but the objectives and timer don't have proper texts, appearing as data links instead, but you can still look how it works and try to make something with it, i dunno :o

    Posted in: Tutorials
  • To post a comment, please or register a new account.