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[Solved] Remove collision without allowing to walk over cliffs

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Level 2
Joined
Nov 5, 2014
Messages
23
Is there a base spell that allows you to "pass" through units without going invisible?
Ghost and Ghost (Visible) doesn't help, Locust is out of the question and turning off unit collision through trigger does help but it will allow the unit to walk over cliffs
 
Level 8
Joined
Jun 13, 2010
Messages
344
Now I am not good at making leakless triggers. But combine an ability with the trigger:

  • Collide 0
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Ability
    • Actions
      • Unit - Turn collision for (Triggering unit) Off
      • Wait 2.00 seconds
      • Unit - Turn collision for (Triggering unit) On
The wait is rarely an option. But if the cooldown is higher than the duration and only 1 can cast it, it may be that simple.
 
Level 24
Joined
Aug 1, 2013
Messages
4,657
Ghost + Turn collision off works.

You have to take a look in what happens.

Turning collision off will make the unit not check for pathing when it is moving.
Ghost will filter out the unit when other units are checking for pathing when moving.

When you combine those two, you have removed collision.
 
Level 2
Joined
Nov 5, 2014
Messages
23
Ghost + Turn collision off works.

You have to take a look in what happens.

Turning collision off will make the unit not check for pathing when it is moving.
Ghost will filter out the unit when other units are checking for pathing when moving.

When you combine those two, you have removed collision.
You mean something like this?
  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Test
    • Actions
      • Unit - Add Ghost to (Triggering unit)
      • Unit - Turn collision for (Triggering unit) Off
but i actually want to do is this
  • Untitled Trigger 001
    • Events
      • Unit - A unit Spawns a summoned unit
    • Conditions
      • (Unit-type of (Summoned unit)) Equal to Footman
    • Actions
      • Unit - Add Ghost to (Summoned unit)
      • Unit - Turn collision for (Summoned unit) Off

Update:

Still doesnt work...units affected can still walk on cliffs and walls
 
Last edited:
Level 2
Joined
Nov 5, 2014
Messages
23
You can set the unit's object editor collision size to 1, which prevents it from doing that ridiculous cliffwalking stuff. I had to do that in my old dungeon map because summons were getting insane with path blocking.


It worked!!! hahaha good thing someone with the same problem happened to pass by +rep dude
 
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