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    posted a message on Help with collision detection needed

    My current collision detection is rather inaccurate. With my setup I can sometimes shoot through walls a bit and hit monsters on the other side, and still miss units on open range.

    My projectile is just moving in a straight line starting from the caster to a point 50. away in the facing direction (but only in 90° steps).

    Im using a target search effect for my projectile. The persistent effect has a period of 0.0002 (although I did not see any improvement from 0.06) The projectiles speed is set to 10. My gridsize is set to 4. Every wall / pillar has a 2x2 contour footprint for pathing. Ive created a search radius for structures of 0.7, if I set it to larger, it will very often hit walls next to the players units position. Ive created a second search radius for enemy units of 0.7, if I set it smaller, it will very often miss enemies on open range.

    If you have improvement ideas I would be very pleased!

    My collision test map can be downloaded here: http://www.sc2mapster.com/maps/wizard_of_wor/files/2-collision-test-map/

    Posted in: Data
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    posted a message on [Data] Colliding Projectiles

    yay, I feel so dumb^^

    Thank you very much!

    Posted in: Tutorials
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    posted a message on [Data] Colliding Projectiles

    Ive tried the eggs because I did not find the banshee, I may need more dependencies. But anyway, it did not change at all, could you have a short look on the testmap please?

    Posted in: Tutorials
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    posted a message on [Data] Colliding Projectiles

    Ok I found it, there is an own tab for requirements :-D

    Next problem, my missile moves too slow.

    I tried changing its mover based off this tutorial: http://forums.sc2mapster.com/resources/tutorials/4855-data-customized-movers-advanced-difficulty/

    I tried copying the default Missile mover and editing its acceleration, max speed, min speed, it did never change. Even if I used completely different movers, like ATALaserbattery, or Thor AA, Lost Viking Missile, it always behaves the same. Hows that possible?

    Posted in: Tutorials
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    posted a message on [Data] Colliding Projectiles

    Ive tried a unit:shape:cube but this seems to be ignored by the missile as well :-( A destructible billboard will be destroyed by the splash damage, but is not found by the target search. I will try a normal unit now...

    EDIT: I created my own unit, based off a supply depot. It exploded very big, so i changed the death animation for blast to nothing. Then it dissappeared. Even though it was set invulvernable it did explode. I changed the missile damage effect to not target structures, and then it worked. great! -

    For the Mothership ability thats a tricky one. The ability does not have any requirements, but the birth effect calls a DisableMothership effect. But I didnt find the enabling effect. So this is harder than expected. To destroy the fireballs is unfortunately not the intended action.

    I will investigate the Mothership further.

    Posted in: Tutorials
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    posted a message on [Data] Colliding Projectiles

    Ahh, thanks. The offset worked.

    If doodads are not usable is there any invisible wall, which I can use as collision object?

    How do I allow only 1 shot at a time (meaning, as long as there is still a projectile present no other shooting is allowed)? I mean I could probably use a trigger, I would think its possible in the data editor as well.

    Posted in: Tutorials
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    posted a message on [Data] Colliding Projectiles

    Ok next issue^^

    My missile always travels just a few meters and then explodes (if it doesnt hit an enemy on its way).

    I changed the Lifetime of the fireball actor to 2.0 but it didnt change.

    I changed the ability stats range to maximum (500) now my caster unit doesnt walk towards the target point any more (as desired).

    And second issue: I have set a doodad wall, and I would like the projectile to collide with that wall too (without exploding), which it doesnt, it just ignores it and goes through.

    Posted in: Tutorials
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    posted a message on [Data] Colliding Projectiles

    Thank you so much, both for the great help and the very fast reply.

    It really fixed my issue, thanks alot!

    If I ever publish my custom map I will put you in the credits for this nice Fireball!

    Posted in: Tutorials
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    posted a message on [Data] Colliding Projectiles

    Hi Kueken531,

    thank you very much for that tutorial.

    Ive tried it on my own, and think I understood at least a bit of how these actors, abilities, effects and units are tied together.

    So I build the fireball stuff, and attach it to a duplicated Thor. I load my map, and when fire my fireball SC2 crashes.

    When I try your map it works. So I made screenshots of your data editor fields and compared them to mine, and except for disabled sound and different model it appears to me as it is the same. Oh and I only fire 1 fireball not 2 of em.

    When I cast the fireball, my Thor turns around, or moves in position and in the instant the fireball should be appearing it just crashes.

    I have no idea why.

    Maybe someone has an idea? Ive attached the map for any friendly helpers!

    Posted in: Tutorials
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