make reigions wherever there is water and this trigger-
Event- Unit Starts The Effects Of Ability Condition- Ability being cast = Water Spell Actions- if all conditions are true then the the else do else... If- Triggering Unit is in Reigion 000 Triggering unit is in Reigion 001 *(so on and so on)* then- *(Ability Actions)* Else- issue triggering unit to stop Game- Display meesage to owner of triggering unit: Must Be In Water.
iplaystarcraftmake reigions wherever there is water and this trigger-
Event- Unit Starts The Effects Of Ability Condition- Ability being cast = Water Spell Actions- if all conditions are true then the the else do else... If- Triggering Unit is in Reigion 000 Triggering unit is in Reigion 001 *(so on and so on)* then- *(Ability Actions)* Else- issue triggering unit to stop Game- Display meesage to owner of triggering unit: Must Be In Water.
Umm, that's need too much region. I think there are checking for pathing walkability or pathing amphibious. Not remember exactly, but try to search it.
local location loc = GetSpellTargetLoc()
if IsTerrainPathableBJ(loc,PATHING_TYPE_FLOATABILITY)==false and IsTerrainPathableBJ(loc,PATHING_TYPE_WALKABILITY)==true then
//ur stuff
else
//say something like it can be casted only on water
endif
call RemoveLocation(loc)
set loc = null