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[General] Center of the Map

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I believe you can make them show up by writing in the appropriate animation name (alternate) in the Art - Required Animation Names field in the object editor
 

Dr Super Good

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How do you know the center of the map in the terrain without using the trigger?
It is stored as two standard single precision floating point numbers in the "war3map.w3e" file. The distances between nodes in the terrain mesh (ignoring Z and diagonal) is always 128 units.

How do you get the alternate models like avatar, deathtower, water tower
Veritas 117's solution sounds reasonable. Look at how it is done for the Town Hall and other "many models in one" such as Demon Hunter.

Is there a direct way to pull it off like custom path?
I do not think so since they are a single file and hence have a single path to them. What distinguishes between which animation set to use is the animation tags which is only available for some uses of models.
 
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This way is the easiest. When you first open a map it will automatically move to it's center, don't move for a while and create a camera. Whala, bang! You got your center of a map! XD

-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-

There's no alternate models, only alternate animations. Check it on the model previewer.
 
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If you want to give a unit a base model without editting it in the object editor, you can import a model and set its custom path to exactly the same as the normal model path.
That way, it overrides the old model.
But you can simply go to the object editor and give it the right model if you want.

However for temporary models (like avatar, metamorphosis, etc), the easiest thing to do is make an ability based of either of those abilities and change the normal and alternative unit.
 
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