I created walls around my map to allow for targeting with abilities in 3D space without the need for tracelines. These walls are Doodad type actors (made extra large to cover an entire side of the map) that are clickable by mouse.
That being said, I've come across a weird bug with them. If I use an ability and target the walls on the Top or Right sides of the map, everything works as intended. The Bottom and Left sides of the map, however, result in the missile traveling to the top of the Doodad (you can see it in the video below, when my mouse click registers) regardless of where I aim, even though the Impact actor registers perfectly fine where it should.
It was not checked, but after enabling it the problem persists. I tried playing around with the pathing flags on the missile mover but none seem to change anything. Again, I'm inclined to believe this is more likely a problem with the doodad than the missile itself, considering that abilities work as intended 50% of the time (top and right doodads), and doesn't the other 50%.
Furthermore, as I mentioned in my first post, you can clearly see that the targeting circle's behaviour changes on the doodads that glitch out. For the ones that work as intended, the targeting circle appears on the ground plane (base height), whereas the ones that glitch appear at doodad height (way above ground height).
Welp, I have no idea why but after messing around with the orientation and positioning of the doodads, I found that placing them closer to the edges of my map completely fixed the issue. I suppose I will call this case resolved, although hats off to anyone who can figure out why the positioning mattered here anyway.
Update to this, I haphazardly came across the solution to this problem. Turns out that Missile Actors cannot seem to cope with clickable Doodads (especially those that adjust terrain height), but Unit Actors can. After converting all my Missile Actors into Unit Actors, there are no more issues.
Hello,
I created walls around my map to allow for targeting with abilities in 3D space without the need for tracelines. These walls are Doodad type actors (made extra large to cover an entire side of the map) that are clickable by mouse.
That being said, I've come across a weird bug with them. If I use an ability and target the walls on the Top or Right sides of the map, everything works as intended. The Bottom and Left sides of the map, however, result in the missile traveling to the top of the Doodad (you can see it in the video below, when my mouse click registers) regardless of where I aim, even though the Impact actor registers perfectly fine where it should.
Any ideas on how to fix this?
Video demo below:
So you are saying the impact site is bugging out? Do beams also do this?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Just tested with beams, it does not do this. This is a missile (or doodad) issue only.
Still can't pinpoint the problem though...
Perhaps it's a problem with the Mover. Is the Ignore Terrain flag checked?
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It was not checked, but after enabling it the problem persists. I tried playing around with the pathing flags on the missile mover but none seem to change anything. Again, I'm inclined to believe this is more likely a problem with the doodad than the missile itself, considering that abilities work as intended 50% of the time (top and right doodads), and doesn't the other 50%.
Furthermore, as I mentioned in my first post, you can clearly see that the targeting circle's behaviour changes on the doodads that glitch out. For the ones that work as intended, the targeting circle appears on the ground plane (base height), whereas the ones that glitch appear at doodad height (way above ground height).
Base height (working as intended)
Doodad height (not working as intended)
Welp, I have no idea why but after messing around with the orientation and positioning of the doodads, I found that placing them closer to the edges of my map completely fixed the issue. I suppose I will call this case resolved, although hats off to anyone who can figure out why the positioning mattered here anyway.
Or why it only affected missiles.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Update to this, I haphazardly came across the solution to this problem. Turns out that Missile Actors cannot seem to cope with clickable Doodads (especially those that adjust terrain height), but Unit Actors can. After converting all my Missile Actors into Unit Actors, there are no more issues.