i would like to know if there is someway to use terrain itself as a condition for some abilities.
For example a burrowed roach can move on sand and grass but not on concrete (for a survivor-action map), or a Thor can't move on sand (unstable ground for massive units) but a HT (floating) can move without problem (for a tactical game)
another question on the same thread is about use terrain to denying buildings (can't build over grass for example). I know there is a similar option on pathing menu but i dont want cover half map with that. Would be great if you could use terrain itself
Yo cannot check for terrain in data or triggers, so the answer to both of your questions would be no. You need to find a workaround, for example you can try to use painted pathing.
i knew that triggers can't check terrain, but was hopping on data's changes :(
then the only way is a trigger with mass-zones check that make units turn around or pathing half map to deny buildings
Or another method that probably won't work for you is to turn creep invisible and use it. You can make creep spreaders in different shapes and sizes. But you have only 1 type of creep and I don't think there is a way to change creeps color on minimap.. thus it won't look pretty.
Create a new region where you want to disable roach to use burrow ability . Exemple : Event - Unit triggering unit enters region - RoachRegion
Action - Unit issu order - Roach to use ability unburrow
Action - Disable ability - Burrow for unit - triggering unit
Then create another trigger to enable ability when triggering unit leave region .
i would like to know if there is someway to use terrain itself as a condition for some abilities. For example a burrowed roach can move on sand and grass but not on concrete (for a survivor-action map), or a Thor can't move on sand (unstable ground for massive units) but a HT (floating) can move without problem (for a tactical game)
another question on the same thread is about use terrain to denying buildings (can't build over grass for example). I know there is a similar option on pathing menu but i dont want cover half map with that. Would be great if you could use terrain itself
Yo cannot check for terrain in data or triggers, so the answer to both of your questions would be no. You need to find a workaround, for example you can try to use painted pathing.
Or you'll have to draw zones over your textures. Sand1 through Sand99 over areas with Sand, Concrete1 through Concrete99, etc.
i knew that triggers can't check terrain, but was hopping on data's changes :( then the only way is a trigger with mass-zones check that make units turn around or pathing half map to deny buildings
thx for the quick answer ^^
Or another method that probably won't work for you is to turn creep invisible and use it. You can make creep spreaders in different shapes and sizes. But you have only 1 type of creep and I don't think there is a way to change creeps color on minimap.. thus it won't look pretty.
@Mozared: Go
You know it's REALLY easy to combine regions into one?
Terrain is now a condition. Tell the Medics!
Your best shot would be to use Regions to reach your goal, I guess.
Create a new region where you want to disable roach to use burrow ability . Exemple : Event - Unit triggering unit enters region - RoachRegion Action - Unit issu order - Roach to use ability unburrow Action - Disable ability - Burrow for unit - triggering unit
Then create another trigger to enable ability when triggering unit leave region .
Closest you get is a validator for terrain sets but that cannot tell apart individual textures.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg