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Unit Stay Higher

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Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
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Yes, the building could be made transparent or maybe just not have a model at all, whatever works best for your map.

Then you create a trigger like this which optionally uses a Unit Indexer:
  • Build
    • Events
      • Unit - A unit Finishes construction
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Farm
    • Actions
      • Animation - Change (Triggering unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • Special Effect - Create a special effect at (Position of (Triggering unit)) using buildings\human\TownHall\TownHall.mdl
      • Special Effect - Set Scale of (Last created special effect) to 0.80
      • Special Effect - Set Height of (Last created special effect) to: 100.00
      • Special Effect - Set Yaw of (Last created special effect) to: (Radians(180.00))
      • Set VariableSet Sfx[(Custom value of (Triggering unit))] = (Last created special effect)
Then we can destroy it's fake model when it dies thanks to the unit indexer:
  • Destroy
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Farm
    • Actions
      • Special Effect - Destroy Sfx[(Custom value of (Triggering unit))]
If your building is pre-placed then you can change the first trigger to use a timed event + a unit group to pick through all of your desired units.
 
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