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[General] Walking/Swimming underground

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Level 28
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Feb 18, 2014
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As we know the nerubian and Naga uses that ability (I don't know her name in english) that allow them to hide themselfs underground, but they can not move, so is it possible to allow a unit to walk or swim underground while using that Ability?
 
As we know the nerubian and Naga uses that ability (I don't know her name in english) that allow them to hide themselfs underground, but they can not move, so is it possible to allow a unit to walk or swim underground while using that Ability?

Yes it is possible. That ability is called burrow, it turns one unit type to another. In this case Crypt Fiend becomes Burrowed Crypt Fiend. Burrowed Crypt Fiend unit has no movement speed that's why he can't move. The same goes for Naga Myrmidon.

If you want it to be able to move, just add movement speed.
 
Level 7
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Setting the Movement speed, to something other than 0, of the submerged/burrowed unit allows it to move but also shows the units model instead of it looking as if it were underground.

Edit: giving the underground unit the Zone Indicator model, which is blank, solves the problem of the units model appearing when moving but it also means you cant actually select the model ingame, so i would recommend using another model that isnt the submerged naga and burrowed crypt fiend or a blank model, another model such as the arrow used by the shop sharing ability would suffice, but something else would probably be better as a moving arrow may look out of place in a map
 
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Thanks!

Thread Solved.

Just one more thing this trigger works perfectly for giving a burrowed/submerged unit no collision

  • Untitled Trigger 001
    • Events
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Submerged Naga Myrmidon
    • Actions
      • Unit - Turn collision for (Triggering unit) Off
Unit will have no collision when right clicking ground or a building/unit and the re-emerged unit will have collision.

Edit: Setting collision size to 0 doesnt turn off collision.
 
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