Pathing blockers dont stack with trees,
Melee Initialization
Events
Map initialization
Conditions
Actions
Destructible - Pick every destructible in (Playable map area) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
[COLOR="Red"] (Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
(Destructible-type of (Picked destructible)) Equal to Ashenvale Tree Wall[/COLOR]
Then - Actions
Set Temp_Point = (Position of (Picked destructible))
Destructible - Create a Pathing Blocker (Both) (Large) at Temp_Point facing (Random angle) with scale 1.00 and variation 0
Custom script: call RemoveLocation (udg_Temp_Point)
Else - Actions
Untitled Trigger 001
Events
Destructible - A destructible within (Playable map area) dies
Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Dying destructible)) Equal to Summer Tree Wall
(Destructible-type of (Dying destructible)) Equal to Ashenvale Tree Wall
Actions
Set Temp_Point = (Position of (Dying destructible))
Wait 0.50 seconds
Destructible - Pick every destructible within 60.00 of Temp_Point and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
[COLOR="Red"] (Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
(Destructible-type of (Picked destructible)) Equal to Ashenvale Tree Wall[/COLOR]
Then - Actions
Else - Actions
Destructible - Remove (Picked destructible)
Custom script: call RemoveLocation (udg_Temp_Point)