How to kill tower if it blocks waypoint

XXXconanXXX

Cocktails anyone?
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Regions all along the path where your waves are going to be traversing, and a trigger something like this:

Trigger:
  • TOWERGOBOOM
    • Events
      • TriggerAddEventUnitRegion(null, (RegionYourRegion()), true)
    • Local Variables
    • Conditions
      • And()
        • cond
          • Or()
            • cond
              • Comparison((UnitGetOwner((EventUnit()))), ==, 1)
              • Comparison((UnitGetOwner((EventUnit()))), ==, 2)
              • Comparison((UnitGetOwner((EventUnit()))), ==, 3)
              • Comparison((UnitGetOwner((EventUnit()))), ==, 4)
              • Comparison((UnitGetOwner((EventUnit()))), ==, 5)
              • Comparison((UnitGetOwner((EventUnit()))), ==, 6)
              • Comparison((UnitGetOwner((EventUnit()))), ==, 8)
              • Comparison((UnitGetOwner((EventUnit()))), ==, 9)
              • Comparison((UnitGetOwner((EventUnit()))), ==, 10)
              • Comparison((UnitGetOwner((EventUnit()))), ==, 11)
              • Comparison((UnitGetOwner((EventUnit()))), ==, 12)
              • Comparison((UnitGetOwner((EventUnit()))), ==, 13)
    • Actions
      • UnitKill((EventUnit()))


That's assuming your creeps are set as Player 14 units. You can change UnitKill() to UnitRemove() if you don't want the towers exploding.
 
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