I would like to have a map where if a unit walks below a certain height level, (underwater) it drowns. I have two catches however.
The first is that units should not path themselves into the water and kill themselves.
The second is that the terrain will be changing throughout the match, so a static solution like the pathing tool won't work. (I would be willing to abandon the idea of the terrain changing if I have to)
This tutorial for an amphibious system seems close to what I want, the problem with it is that in my map a big part of the drowning bit is that players will be trying to knock enemy units into the water using force spells, and so I cannot use different cliff levels.
There is also a map in this site "Populous" where someone demonstrated terrain changing spells.
The map I am working on is a remake of Populous 3, its up on NA and EU "The Beginning (Judgement Day)" I will probably put up a development journal here when I have some time. Info on TL
If anyone has a suggestion I'd be very appreciative!
I would like to have a map where if a unit walks below a certain height level, (underwater) it drowns. I have two catches however.
The first is that units should not path themselves into the water and kill themselves.
The second is that the terrain will be changing throughout the match, so a static solution like the pathing tool won't work. (I would be willing to abandon the idea of the terrain changing if I have to)
This tutorial for an amphibious system seems close to what I want, the problem with it is that in my map a big part of the drowning bit is that players will be trying to knock enemy units into the water using force spells, and so I cannot use different cliff levels.
There is also a map in this site "Populous" where someone demonstrated terrain changing spells.
The map I am working on is a remake of Populous 3, its up on NA and EU "The Beginning (Judgement Day)" I will probably put up a development journal here when I have some time. Info on TL
If anyone has a suggestion I'd be very appreciative!
This is a trigger issue.
Also most terrain height changes use Terrain Deformer actors that do not change the actual terrain height so it still returns the original value.
You would need some kind of array to store what height the terrain is known as after the visual modification.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg