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Width/height change doesn't work?

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Level 14
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Oct 16, 2010
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Hi,

I was trying to create "chubby" enemies by making their width larger via triggers, however nothing happened. I then read that width and height do nothing (not sure why they are there).

Anyway is there any way I can change the width of a unit without modelling? (As I have no idea how to do so)
 
Level 6
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May 20, 2014
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You could make two similar units, and increase one unit's scale so that it appears more chubby, then use triggers to give a % chance to spawn a chubby enemy randomly or something.
 
Level 14
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Oh I deleted the trigger as it was a test and I wanted to play the map. XD All I had done was put a message in and then tried changing the size to (100%, 250%, 100%) and then trying (100%, 500%, 100%) but there was no difference between them
 

Dr Super Good

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Level 64
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The feature you were trying to use (separate axis scaling of unit actor's models) was never fully implemented into WC3. It exists in the native declarations (the interface) however the functionality it needs does not which means the other parameters do nothing. Instead only one parameter controls the scale of the unit and it does so by scaling all vectors equally.

The functionality is supported by destructibles, which are a type of widget. This is likely why units have it in their interface however some mechanical reason must have meant it never made it into release (probably to do with unit rotation looking messed up).

You should still fill in all parameters of the native appropriately as one day (even if it is as good as impossible) a patch could add support for it.

This kind of silly thing happens all the time in programming. Even SC2 has it where some natives have been marked as deprecated as their interface was not useful enough so revised natives were produced. Since removing or modifying existing interface items would result in incompatibilities (syntax error/compile fail) they instead either obsolete parts of the interface (the y and z scaling of units in WC3) or they add new interfaces with the extra functionality (In WC3 an example is the natives to create and move lightning effects with a Z component). In the end this means interfaces often contain a lot of "deprecated" declarations or functionality that is not supported which you should ignore.
 
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