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Spawn walls with no pathing map, but still collide?

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Level 9
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Mar 27, 2009
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Hey all,

I'm working on a new map and I've come to my first problem.

I am trying to spawn walls using triggers, and I got my desired result, however, because I am not using a pathing map units will not collide with these walls even when i set the collision size 200+

Spawn.PNG



Ideas?

Thanks
 
Level 8
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Mar 19, 2017
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Make the walls regular units and not buildings? Then disable movement with BlzUnitDisableAbility -'Amov'-. If you don't want the walls to have health bar or be selectable but still have collision and be potentially killed you could try the locust + chaos ability combo.
 
Level 9
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309
Try2.PNG


I used these settings and made it a unit, seemed to work.

Now i have a new problem that these "buildings" are selectable along with everything else.


Selection_Problem.PNG



Also, I tried pausing them, to make them unselectable, but that didn't work.

Thanks
 
Level 8
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Locust + chaos doesn't prevent right clicking or targeting (ie. can attack, can cast spells, they can also die), just player selecting.

EDIT: Just so you not fail in doing this trick, you should have 2 units (one dummy unit and then the wall) and one chaos orc ability with its value set to the wall unit id.

In your trigger you should create the dummy unit, give it the chaos morph, then locust. Then you either order the unit to "hold position" or disable its movement on another way.

WC3ScrnShot_080620_002427_001.png

On this image the barricades block my units, don't have health bar while having regular health stat, and can even be targeted by spells and attacks as they can be right clicked but not selected.
 
Last edited:
Level 9
Joined
Mar 27, 2009
Messages
309
Well, I ended up just doing a rough workaround, maybe I'll come back later and fix it properly.

Wall deselect
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Wall
Actions
Selection - Remove (Triggering unit) from selection
 
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