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Collision Missile Problem - Position

08-26-2007, 02:57 PM#1
Silvenon
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
Vexorian
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
Silvenon
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
Vexorian
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
Silvenon
Quote:
Try SetUnitX/Y when moving the collision missile.

Tried it already.

Quote:
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?

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
Vexorian
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
HawkEye_Zoro
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:

Collapse 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?