Thursday, April 19, 2012

How can I kill a Doodad?

All right, here's my situation.

I wanted to set up an area in my map as a creep camp - a creep camp that looked as if the creeps actually lived in it - buildings, fire pits, etcetera.

Of course, this creep camp was also situated next to a gold mine, which of course, the players are going to want to take over once they've killed the creeps. The problem I'm having is that doodads block construction.

I wanted to solve the problem by having the doodads be destroyed when the players smashed the huts, but there's no trigger to destroy a doodad, and it won't accept a doodad as a valid "destructible - kill" selection.

Is there anything I missed? All I can seem to make a doodad do is turn off the fire by playing animations.|||What about these?


Code:
Destructible - Remove (<destructible>)

Or


Code:
Destructible - Hide (<destructible>)
|||you cannot specifically Kill or Remove a "doodad" you can with kill or remove a desctrutible with the functions stated in the post above.

For doodads, you could use the function


Code:
Animation - Play the death animation for all doodads of type Fire within (Playable map area)

it doesn't remove the specific doodad, but if the doodad has a death animation, it will play it.

Other options are using the model of a doodad as unit or destructible.|||Playing the death animation isn't a bad idea - I mean, if you smashed the hut, the fire goes out would be nice, but doodads block construction area.

Basically, I wanted it to be so that the players kill the huts/tents/whatever, and then the doodads I used to decorate the area die, so they can build bases on the mines.

How can I convert a doodad's model to be a stationary, nontargetable invulnerable unit that basically looks like a doodad (with glows and all if possible; this is a very dark map, with torches and campfires supposed to provide bright points of light through the oppressive gloom) and dies nicely upon command? Ideally, making it a Destructible like a Tree would be better...|||can u take a building and give him like 5 health and put the aspect of the doodad u selected? perhaps you can also give him the bright light with art options|||Remake all the doodads your using in your creep village into units. Common sense really :P.

If that doesn't answer your problem then maybe this will.

Say you made a big house made up of 3 houses combined. We all know you can only do this by using doodads so heres the solution. Remake one of the houses into a unit. Then make a trigger stating.

When (unit house) dies, remove/hide (house doodad 1 and 2).

:P Sorry if this doesn't help you. Its hard to explain.

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