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Old 07-03-2009, 10:48 PM   #1
busterkomo
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Default Tree Revival System

A simple tree revival system. After searching I hadn't found one (no, the outdated tutorial doesn't count), so i decided to make my own.

Requirements:
TimerUtils, by Vexorian.
IsDestructableTree by PitzerMike

Code:

Expand library:
Attached Images
File Type: jpg Tree.JPG (45.1 KB, 207 views)
Attached Files
File Type: w3x Tree Revival.w3x (30.7 KB, 232 views)

Last edited by busterkomo : 08-09-2010 at 04:05 PM.
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Old 07-03-2009, 11:01 PM   #2
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IsDestructableTree Is this a new native in 1.24? It doesn't show in my old common.j
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Old 07-03-2009, 11:06 PM   #3
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It's included in one of the required libraries.

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Old 07-03-2009, 11:30 PM   #4
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Oh, duh, I'm brilliant.
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Old 07-07-2009, 05:28 PM   #5
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  • You leak a timer reference in ReviveTree.
  • You leak a timer reference in Actions.
  • As a system, it needs an image for the thread's thumbnail.
Otherwise, this is very simple, but I very much like it that way. This does not need to be complicated, and truth be told, that old tutorial is stupid for being a tutorial anyways. Having a system handy for direct use is much better.
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Old 07-07-2009, 05:48 PM   #6
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what if we dont want trees to revive if units/heroes are near by, thus traping them in...?
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Old 07-07-2009, 05:57 PM   #7
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Guess you could make the conditionfunc of the trigger a configuration condition for users to play with. Then just move the current conditionfunc to being an actionfunc.
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Old 07-07-2009, 06:54 PM   #8
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Changes made.
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Old 07-07-2009, 07:07 PM   #9
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This can't be considered a system due it doesn't use abilities or other things different of trigger editor, it's more a script.

But as a script, it's nice.

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Old 07-07-2009, 07:12 PM   #10
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The difference between a script and a system is ethereal, really, but some key differences do exist. A script is something lower-end than a system, since it may be required by other libraries also in the database. Damage Detection Systems these days do not carry OE dependencies anymore either, yet because they are so high-level, they are systems.

This is an end-product of scripts, nothing will ever require it. This makes it a system.

Anyways, approved.
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Old 07-07-2009, 08:24 PM   #11
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I don't like the idea how trees somehow instantly grow. It should be a progressing growth little by little over time.
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Old 07-07-2009, 08:45 PM   #12
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i thought they did...
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Old 07-07-2009, 09:08 PM   #13
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Quote:
Originally Posted by DreamRaider
I don't like the idea how trees somehow instantly grow. It should be a progressing growth little by little over time.
The boolean for playing the birth animation does just that. If you want to slow down the birth animation, you'll need to edit the model (Since SetDestructableTimeScale does not exist).
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Old 07-09-2009, 07:09 PM   #14
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You have to be kidding me. I have a mini-system that does exactly this sort of things in my map and it isn't half complex ... according to Cohadar systems should be hard things to make. I agree with him, IMO this should be a script ...

Anyway seems a good modular work, well done...
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Old 07-09-2009, 09:46 PM   #15
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Quote:
Originally Posted by Flame_Phoenix
according to Cohadar systems should be hard things to make.
Last I checked, Cohadar doesn't approve resources.
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