My map makes plentiful use of walkable doodads (like the stone zealot base) and units that have a "jump ability". The jump ability is a launch missile effect that launches the caster.
If the unit is on a walkable and jumps, the unit will ignore the walkable and sink to the terrain height for the start point of the jump. Conversely if the jump ends on a walkable, the unit will land at terrain height before reverting to the walkable height.
I found an easy fix by looking at Dehaka and his jump ability. Changed the hero unit's actor to a missile actor, and everything works as intended.
@PirateArcade | I make games | Ask me things on Discord
My map makes plentiful use of walkable doodads (like the stone zealot base) and units that have a "jump ability". The jump ability is a launch missile effect that launches the caster.
If the unit is on a walkable and jumps, the unit will ignore the walkable and sink to the terrain height for the start point of the jump. Conversely if the jump ends on a walkable, the unit will land at terrain height before reverting to the walkable height.
Ideas?
@PirateArcade | I make games | Ask me things on Discord