My map has an area of floating platforms made up of walkable doodads, pictured:
My game includes a missile based leap ability and while the launch and landing position are always correct (ie have visual fidelity), the missile *trajectory* seems affected by whether or not the unit is "jumping up" or "jumping down" a cliff (there significant extraneous loft when jumping "up"). It looks relatively normal when a unit jumps "down" the cliff- that's what the red lines are about.
Anyone know if this is possible to fix or have ideas of where to investigate? I suspect it involves getting the projected height of walkables into a mover's trajectory calculation.
Link to relevant current xml. I don't use an action actor for my jump ability (although I'd be surprised if this fixed it)
My map has an area of floating platforms made up of walkable doodads, pictured:
My game includes a missile based leap ability and while the launch and landing position are always correct (ie have visual fidelity), the missile *trajectory* seems affected by whether or not the unit is "jumping up" or "jumping down" a cliff (there significant extraneous loft when jumping "up"). It looks relatively normal when a unit jumps "down" the cliff- that's what the red lines are about.
Anyone know if this is possible to fix or have ideas of where to investigate? I suspect it involves getting the projected height of walkables into a mover's trajectory calculation.
Link to relevant current xml. I don't use an action actor for my jump ability (although I'd be surprised if this fixed it)
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