I've been working on a custom projectile system a couple of days, and I seem to have ran into a major problem.
The function "Height at point" under environment (which I use to get the Z-value of the ground) begins to change value ingame as I get close to a wall/slope, even thou the ground itself is completely flat and haven't changed height.
I attached a simple map to show you what I mean. The grassy areas below the hill are completely flat. But as you get near the hill the leaderboard says that the height have changed with as much as 0.3
There seems to be 3 types of pathing maps for Z-values in the game: Air, Ground and Glide.
The pathingmap for air makes flying units behave more realistic when flying over a hill/slope. While the ground map is for all other units.
I don't know what the Glide is for, but it seems that when I try to get the Z-value of the ground it picks from the Glide pathing, and not the Ground as it should.
2shared.com/file/lVndx_X1/wat.html
Is this a bug or am I missing something completely?
I've been working on a custom projectile system a couple of days, and I seem to have ran into a major problem. The function "Height at point" under environment (which I use to get the Z-value of the ground) begins to change value ingame as I get close to a wall/slope, even thou the ground itself is completely flat and haven't changed height.
I attached a simple map to show you what I mean. The grassy areas below the hill are completely flat. But as you get near the hill the leaderboard says that the height have changed with as much as 0.3
There seems to be 3 types of pathing maps for Z-values in the game: Air, Ground and Glide. The pathingmap for air makes flying units behave more realistic when flying over a hill/slope. While the ground map is for all other units. I don't know what the Glide is for, but it seems that when I try to get the Z-value of the ground it picks from the Glide pathing, and not the Ground as it should.
2shared.com/file/lVndx_X1/wat.html
Is this a bug or am I missing something completely?
Bump!