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What if you got the tree unit to pick up a tree destructible with the pickup tree ability (Mountain Giant, uses tree as club and not the eat tree). Maybe the texture path is wrong for that but I honestly do not know.
I just tested and it works, DSG, you need to set the pathing texture of the destructible you're going to use for the reflection of the unit to NONE, then use this function:
Unit Group - Pick every unit in (Units of type Unit Tree) and do (Actions)
Loop - Actions
Set TempPointTexture = (Position of (Picked unit))
Set TempPointTexture2 = (TempPointTexture offset by 12.00 towards (Facing of (Picked unit)) degrees)
Destructible - Create a Summer Tree Wall at TempPointTexture facing 0.00 with scale 0.01 and variation 0
Unit - Add Texture Changer to (Picked unit)
Unit - Order (Picked unit) to Night Elf Mountain Giant - War Club (Last created destructible)
It's easy man!
1: Change your unit-tree model to some of the variations, then the model will be shown but white. (I forgot to mention that one! but maybe it work with the default)
2: Change the "pathing texture" of the tree destructible you're needing to NONE (object editor ->destructibles)
3: create a trigger with the event "time elapsed" or map initialization
4: paste the function I posted.
DONE!
Be aware that destructables leak quite badly. Even when removed correctly they still seem to increase memory usage more than any other type (except maybe a massive group). This will be fine for even several hundred units but doing it to thousands might start to cause issues.
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