• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

Walkable Trees

Status
Not open for further replies.
Level 24
Joined
Jun 26, 2006
Messages
3,406
The collision size thing would be a little hard, as you'd have to kind of work to get all of the trees far enough apart for some units and not others. If you only have trees in certain areas (preferably square areas) you could do a trigger for when units of that race enter the region, turn collision off, when they leave, turn it back on.
 
Level 8
Joined
Jan 18, 2007
Messages
331
elles you culd create a region were the trees is and then make a simple trigger:

  • Events
  • A unit enters humansOnly<gen> (region)
  • Conditions
  • and- multiplies.
  • Entering unit does not equal to undead
  • Entering unit does not equal to Night elf
  • Entering unit does not equal to Orc
  • Action
  • move entering unit to Region outside HumansOnly<gen>
can work=))
 
Status
Not open for further replies.
Top