whats the correct triggers for a unit to walk over water or null. i seen it in a experamental map so i know it is possable for computer players.
could you explain how to make it and the triggers as well please.
Put the null tile right after the last creep tile, and then either place the units on it with a special editor, or use create unit at '...'.
When there on the null, they can walk around (some terrain they might go nuts occasionally. Works good on space, badlands, ashworld, and more) and they can walk on any terrain (but go nuts). if they are on normal, walkable terrain, they will lose this ability. If you walk from the null to another walkable tile, they will go directly over all terrain (unless they go over a normal terrain; e.g. dirt) ntill they reach there. You can make them follow units too.
Are pools are the only buildings that units can walk on?
A unit can walk on any buildings. Pools just have almost no hight so units never disappear under them. But this is talking about terrain.
Whoops sorry.
Hopefoly I can put this "walk over null" to good use.
i.e. units fighing in water or zergs swimming then unburrow to come up for air.
If you walk on water, the units just bounce around a bunch (you cannot control them) unless you move them from null to walkable terrain.
Addition: if you put burrowed lurkers or something, you can go and attack it and the zergling will hit it once, then just freeze. If you move the zergling, it will bounce around.Oh...well is there a way to gain complete control?
I just need the effect of units being submerged in water.
Wild, anything is possible with modding. However there are disadvantages. The biggest one being you cannot play Mods on bnet unless all players in that game have that Mod.

that sucks....there goes my dream of making a marsh map where every units stands in water and dead trees as cover. I was just trying to recreate a mission from Amored Core2.