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How to Walk through TREES!

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Level 12
Joined
Mar 16, 2006
Messages
992
Is there a way to make a unit able to walk through trees, or do I have to mess with flight form? =(
 
Level 3
Joined
Apr 24, 2008
Messages
34
I dont think u can.If you could u could add blink.Not sure what map its for though.Here is a list of some possible solutions.
1.Make it so the unit can attack trees and the trees have like 1 life
2.You can make em have flight form 0_O
3.Let em use blink
4.Make a trigger for when they enter a region to teleport to another region(basically past the trees)
5.Forget the trees and have some cookies!*takes out box of cookies*

In other words theres pretty much no way you can go through trees without solutions like that that im aware of.Sorry!
 
Level 12
Joined
Mar 16, 2006
Messages
992
I dont think u can.If you could u could add blink.Not sure what map its for though.Here is a list of some possible solutions.
1.Make it so the unit can attack trees and the trees have like 1 life
2.You can make em have flight form 0_O
3.Let em use blink
4.Make a trigger for when they enter a region to teleport to another region(basically past the trees)
5.Forget the trees and have some cookies!*takes out box of cookies*

In other words theres pretty much no way you can go through trees without solutions like that that im aware of.Sorry!

Thanks, but none of them meet the requirements.

Seriously collision size didn't worked?
Well, if this help, invisible units can walk trough trees.

I will be testing this out when I get home. I prefer if they weren't invisible, but if that's an impossibility, I still would rather have the ability working as planned.

If it doesn't work, I guess I'm stuck with flight form.
 
Level 12
Joined
Mar 16, 2006
Messages
992
Use a dummy tree based on a shrub, or just set the pathing map to Nothing for ones. Of course, you'd have to use several doodads for this.

I want the hero to be able to be attacked while tree-walking.

I... can't remember if I can edit pathing of heros, but if I can, that means I have to MORPH the hero into its own version, which actually gives me a good idea about how to go about this.

Will try it when I get home and write back here.
 
Level 6
Joined
Mar 17, 2008
Messages
150
Try this:
Code:
Collision OFF
    Events
        Unit - A unit enters WalkTreeRegion <gen>
    Conditions
        ((Triggering unit) is A Hero) Equal to True
    Actions
        Set Entering_Unit = (Entering unit)
        Unit - Turn collision for Entering_Unit Off

Or.....
Code:
Collision OFF
    Events
        Unit - A unit enters WalkTreeRegion <gen>
    Conditions
        ((Triggering unit) is A Hero) Equal to True
    Actions
        Destructible - Pick every destructible in WalkTreeRegion <gen> and do (Actions)
            Loop - Actions
                -------- DUMMY UNIT --------
                Unit - Replace (Picked unit) with a Footman using The old unit's relative life and mana

FAIL!! *UP*
 
Level 28
Joined
Jun 4, 2007
Messages
1,479
Use a dummy tree based on a shrub, or just set the pathing map to Nothing for ones. Of course, you'd have to use several doodads for this.

This will work but I don't see why you'll need several doobads. Just set the pathing map to Mushroom, ... e.t.c. or "none" if that works (I never tried "none" but I use the Mushroom a lot). The heroes collision won't matter when it comes to pathing maps.
A flying hero with no extra flying height will be able to walk through trees nomatter what pathing map they are using.
 
Level 12
Joined
Mar 16, 2006
Messages
992
Try this:
Code:
Collision OFF
    Events
        Unit - A unit enters WalkTreeRegion <gen>
    Conditions
        ((Triggering unit) is A Hero) Equal to True
    Actions
        Set Entering_Unit = (Entering unit)
        Unit - Turn collision for Entering_Unit Off

Or.....
Code:
Collision OFF
    Events
        Unit - A unit enters WalkTreeRegion <gen>
    Conditions
        ((Triggering unit) is A Hero) Equal to True
    Actions
        Destructible - Pick every destructible in WalkTreeRegion <gen> and do (Actions)
            Loop - Actions
                -------- DUMMY UNIT --------
                Unit - Replace (Picked unit) with a Footman using The old unit's relative life and mana

FAIL!! *UP*

Thanks, but this needs to be an ANYWHERE sort of thing. Gonna try a few things out and get back when I can. =)

Busy working spawn and movement scripts. So much to do @_@

  • Unit - Turn collision for My unit On

Nope!

This will work but I don't see why you'll need several doobads. Just set the pathing map to Mushroom, ... e.t.c. or "none" if that works (I never tried "none" but I use the Mushroom a lot). The heroes collision won't matter when it comes to pathing maps.
A flying hero with no extra flying height will be able to walk through trees nomatter what pathing map they are using.

Well. I have a lot of peculiar heros in my map. I was hoping I wouldn't need to morph the unit into a flying version of himself, but that's probably what I'll have to do.

I can't use a doodad. It MUST be a unit that can be attacked while walking through trees.
 
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