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
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
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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 ^^
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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