- Joined
- Apr 16, 2025
- Messages
- 160
I’ll start by saying that there is this thread:
Tower Turning Tutorial
and formally it already answers the question of how to increase a building’s height. But there is one BUT. The Root ability forces the building to rotate. And even if you disable that checkbox, the building still gets constructed while being slightly rotated to the side.
So I just want to point out that it is actually possible to change a building’s height — but only at the moment it appears on the map. The event “Unit enters playable map area” is perfect for this. Then you use the following call:
call SetUnitFlyHeight(GetTriggerUnit(), 50.00, 0.00)
However, there are two conditions:
Trying to change the height later will not work.
P.S. There is one more way to allow a building to rotate: give it the ability to move, and when it appears on the map, cast Ensnare on it or give it a rune with that ability.
Tower Turning Tutorial
and formally it already answers the question of how to increase a building’s height. But there is one BUT. The Root ability forces the building to rotate. And even if you disable that checkbox, the building still gets constructed while being slightly rotated to the side.
So I just want to point out that it is actually possible to change a building’s height — but only at the moment it appears on the map. The event “Unit enters playable map area” is perfect for this. Then you use the following call:
call SetUnitFlyHeight(GetTriggerUnit(), 50.00, 0.00)
However, there are two conditions:
- The building must have the movement type set to Floating or Flying.
- uept and uerd must be set to 0 (Pathing – Pathing Radius and Pathing – Pathing Maps).
Trying to change the height later will not work.
P.S. There is one more way to allow a building to rotate: give it the ability to move, and when it appears on the map, cast Ensnare on it or give it a rune with that ability.



