It's been many years since Blizzard fixed item jump with windwalk by turning collision off for items. Previously items had had no collision with units unless the unit is in windwalk. After the fix there is no collision of items what so ever. It broke many maps.
My map that I wish to port to Reforged relies on that windwalk mechanic and I want to try my best to keep it.
My idea was to create a temp collision under item that is only affecting a unit with windwalk. The unit in windwalk needs to be teleported to the closest point without collision the moment collision is recalculated. Temp collision could be either a invisible unit or destructible (even path blocker) or it could be SetTerrainPathable function.
The ideal way is to have a unit in windwalk have collision in a terrain cell containing an item and other units to not have it. The dirty way is turn collision on for everyone but only for the moment of a "jump" to happen.
I have no idea how to do the clean way with units or destructibles. But I had an idea how to make it work with SetTerrainPathable.
Morph a unit in windwalk into same one but with amphibious movement type (very annoying actually since i have to make and unmake abilities permanents, remove permanent abilities that supposed to be removed) and set the groud to be unwalkable for amphibious:
call SetTerrainPathable(x,y, PATHING_TYPE_AMPHIBIOUSPATHING, false)
My plan crumbled because for some reason an amphibious unit in windwalk can walk over no-amphiby-terrain as long as windwalk is on.
Do you guys have any clues how to make my ideas work, or know any other ways to unfix windwalk jump?
My map that I wish to port to Reforged relies on that windwalk mechanic and I want to try my best to keep it.
My idea was to create a temp collision under item that is only affecting a unit with windwalk. The unit in windwalk needs to be teleported to the closest point without collision the moment collision is recalculated. Temp collision could be either a invisible unit or destructible (even path blocker) or it could be SetTerrainPathable function.
The ideal way is to have a unit in windwalk have collision in a terrain cell containing an item and other units to not have it. The dirty way is turn collision on for everyone but only for the moment of a "jump" to happen.
I have no idea how to do the clean way with units or destructibles. But I had an idea how to make it work with SetTerrainPathable.
Morph a unit in windwalk into same one but with amphibious movement type (very annoying actually since i have to make and unmake abilities permanents, remove permanent abilities that supposed to be removed) and set the groud to be unwalkable for amphibious:
call SetTerrainPathable(x,y, PATHING_TYPE_AMPHIBIOUSPATHING, false)
My plan crumbled because for some reason an amphibious unit in windwalk can walk over no-amphiby-terrain as long as windwalk is on.
Do you guys have any clues how to make my ideas work, or know any other ways to unfix windwalk jump?


