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 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/