| 10-11-2008, 07:29 PM | #1 |
The two golems are upgrades of another tower. However, they were upgraded from different towers, hence why only one is affected. Any text tags called onto the bugged unit will be at the same height as the hp bar. Also note that if I preplace them there is no bug. See attached... |
| 10-12-2008, 06:07 AM | #2 |
I know it sounds like total bull, but why not find some magical way to make upgrades work through that ability that costs resources and then kill/create them? That way it should be guaranteed to work, but it'd take some triggering 'n' some time to deal with object editor. There's also the alternative of when you're upgrading from the tower that's not working, kill/create it from there. |
| 10-12-2008, 06:35 AM | #3 |
I sure ive seem this happen before altough I dont know the exact cause. Is it permanent or does it diissapear when you press (F10) Menu? |
| 10-12-2008, 06:07 PM | #4 |
I think this is hardcoded blizzard bug. I've even seen this in melee games rarely, so I doubt there's something wrong with your code. |
| 10-12-2008, 06:53 PM | #5 |
What causes it? I don't recall ever seeing this in the past but now I can consistently reproduce it with certain towers. |
| 10-12-2008, 06:55 PM | #6 |
Well in that case ask the admins of this forum, maybe they have an answer to this. |
| 10-12-2008, 07:30 PM | #7 |
Have you given my suggestion a go? |
| 10-12-2008, 08:28 PM | #8 | |
Quote:
No, I haven't. I appreciate the idea but it isn't able to be implemented practically in ETD. There are a lot of things that happen during the begin upgrade/cancel upgrade/finish upgrade process that would be lost or inefficient to code given the idea. It isn't just these Flesh Golems either, the towers I upgraded from that caused this bug also cause it for other towers they can upgrade to. Edit: But not ALL towers, i.e. there are like 5 choices and 3 bug/2 don't. Based on this information the problem probably lies with the towers I am upgrading from. Edit: Or not...there is a correlation I'm drawing though between connections. It **seems** that this bug is more likely if the tower upgrading (base) has a larger scaling value, and the destination tower (finish) has a lower scaling value. See the attached pictures. The tower on the left does not cause this bug when it upgrades to Flesh Golem (or other towers). The tower on the right (in both cases) produces this bug. Edit: The tower on the left has a low scaling value while the tower on the right has a high one. Any ideas? |
| 10-12-2008, 09:53 PM | #9 |
That is really odd. The only things that I know of that affect the "size" of the health bar is selection scale and I think scaling value... Unless there's something else? |
| 10-12-2008, 10:07 PM | #10 | |
Quote:
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| 10-12-2008, 11:32 PM | #11 |
But these units aren't flying, in fact they have no movement as they are structures...(and height is set to 0)... |
| 10-15-2008, 12:00 AM | #12 |
Any ideas? |
| 10-15-2008, 12:20 AM | #13 |
try experimenting with scaling values. whichever tower is causing the bugged upgraded units, try changing its scaling and see if the problem goes away. If this is the case, it is proably some internal bug that may have been created by the use of a new compiler from 1.21 to 1.22. Solution: scale the model accordingly in a model editting program instead of the object editor, then use the safe scaling in the object editor. |
| 10-15-2008, 02:00 AM | #14 |
The problem is that there are many models that would have to be modified. It just isn't this tower...it is easily 10+. Feel like this would bloat the map... |
| 10-21-2008, 05:07 PM | #15 |
Just wanted to bring closure to this thread by saying Ammorth's method worked out perfectly. I had less to do than I thought, and most were not detailed models and hence low filesize. |
