First thing that springs to mind is placing a region over all of the water, and trigger:
unit enters region 'ocean', (condition: unit isn't a water type), kill triggering unit
second thing that springs to mind, and may not be possible is using behaviors and validators. the reason I'm not sure is that validators may not have a height checking ability, and I am not near a SC2 editor computer.
behavior:
set up a period with infinite repeat and periodic effect - (effect: damage: apply fatal damage to self: validator(disable): unitAboveWaterHeight )
validator:
unit is above water height
So the validator returns true as long as the unit is above water, causing the self-kill effect to be disabled.
If the unit goes below water, then the validator returns false, which will enable the self-kill effect.
Theoretically.
@HELLYAH: Go
First thing that springs to mind is placing a region over all of the water, and trigger:
unit enters region 'ocean', (condition: unit isn't a water type), kill triggering unit
second thing that springs to mind, and may not be possible is using behaviors and validators. the reason I'm not sure is that validators may not have a height checking ability, and I am not near a SC2 editor computer.
behavior: set up a period with infinite repeat and periodic effect - (effect: damage: apply fatal damage to self: validator(disable): unitAboveWaterHeight )
validator: unit is above water height
So the validator returns true as long as the unit is above water, causing the self-kill effect to be disabled. If the unit goes below water, then the validator returns false, which will enable the self-kill effect. Theoretically.