| 08-26-2007, 02:57 PM | #1 |
I've noticed it before, but it wasn't important to me then. When the collision missile is created, it's always created a little left from the actual point it was supposed to be, I don't know why, but is there a way to fix that? It's really important to me. P.S. Maybe a cliff detection upgrade to your collision missiles Vex? |
| 08-26-2007, 05:06 PM | #2 |
perhaps the dummy model is not centered. Or the model you are using on the missile is not centered or it is a problem caused by z-height , not cliffs I don't really know |
| 08-27-2007, 11:33 AM | #3 |
Everything should be centered, I was using your dummy model and I was using blizzard's (company) arrow model, so everything should be centered. But something isn't, apparently . Could maybe pathing blockers give problems like that? Because I'm using them.And that thing I said about the cliff detection has nothing to do with this problem. I was just suggesting that it would be more realistic if the missile explodes on the cliff and not go over it. EDIT1: Did some tests, something is definitely wrong with the position, I even removed the pathing blockers and still the same error occurs. Nothing is not-centered. I think Z-height is out of the question too, because I have a flat terrain and the height everywhere is 0. EDIT2: Did some more tests, tried moving the missile to the right, but then it's a more little right then it should be, same like left. Arghhhhh! |
| 08-27-2007, 02:45 PM | #4 |
Try SetUnitX/Y when moving the collision missile. did you make sure the dummy.mdx is well centered? I mean, if you temporarily replace the model of the caster unit with a missile does it fix it? |
| 08-28-2007, 09:57 AM | #5 | ||
Quote:
Tried it already. Quote:
This part I don't understand. Ooooh, yeah, it should be centered well, because I made a test with sfx on that spot, and sfx shows a little to the left too. Too bad...... :( |
| 08-28-2007, 01:14 PM | #6 |
no, you didn't understand. I say that you should try to use the missile model directly on the caster system's unit. And then verify it is in the correct point. |
| 10-31-2008, 10:34 AM | #7 |
umm... vexorian, i seem to be encountering this issue too... i'm making a shockwave type ability with the collision missile and it's starting at an offset position.. i tested using this: JASS:function Trig_Fissure_Actions takes nothing returns nothing local unit caster = GetTriggerUnit() local location cpoint = GetUnitLoc(caster) // caster location local location tpoint = GetSpellTargetLoc() local real angle = AngleBetweenPoints( cpoint, tpoint) local unit d local location p2 = PolarProjectionBJ(cpoint, 100, GetUnitFacing(caster)) // offset infront of caster // this is offset set d = CollisionMissile_CreateLoc("Abilities\\Weapons\\AncientProtectorMissile\\AncientProtectorMissile.mdl", cpoint, angle, 500, 0, 1200, 65, true, 100, function FissureCollide) // but this isnt set d = CollisionMissile_CreateLoc("Abilities\\Weapons\\AncientProtectorMissile\\AncientProtectorMissile.mdl", p2, angle, 500, 0, 1200, 65, true, 100, function FissureCollide) call TriggerSleepAction(1.5) call RemoveLocation(tpoint) call RemoveLocation(cpoint) call RemoveLocation(p2) set caster = null set d = null endfunction any thoughts? |
