Animation - Remove Any doodads in the Target region
Doing that will remove any doodad models in the target region but will leave the collision(footprint) there. So if you wanted to remove a fence to allow your unit to pass through, this action wont work.
I don't think there is a way to remove a doodad footprint (could be wrong). Although there is ways around it such as converting the doodad to a unit, or removing the footprint from the doodad and putting a dynamic footprint underneath(unit).
I noticed that
Animation - Remove Any doodads in the Target region
claims it won't remove doodad footprints?
But what <are> doodad footprints? And do I want to remove them? (And can I?)
Current status: More information available:
Doodad footprints can be disabled by going to the doodad properties and checking the option's checkbox.
Animation - Remove Any doodads in the Target region
Doing that will remove any doodad models in the target region but will leave the collision(footprint) there. So if you wanted to remove a fence to allow your unit to pass through, this action wont work.
I don't think there is a way to remove a doodad footprint (could be wrong). Although there is ways around it such as converting the doodad to a unit, or removing the footprint from the doodad and putting a dynamic footprint underneath(unit).
@taffer03: Go
Ah great, so no worries with the environmental doodads from my weather engine then :)
Unless your weather engine has feet. :)