salem hitbox issue

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salem hitbox issue

Postby ZLO_RD » 27 May 2014, 00:57

http://faforever.com/faf/vault/replay_v ... d=22237920
at min 32 salem gets on Voodoo's island and ton of strikers trying to stop it but they all shoot below ship
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Re: salem hitbox issue

Postby IceDreamer » 27 May 2014, 05:29

Soon as I can figure out a way to alter hitboxes on the fly, I'll fix this as well as a bunch of other problematic ones.
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Re: salem hitbox issue

Postby Krapougnak » 27 May 2014, 09:13

In the unit bp try modifying these :

CollisionOffsetXEdit

Note: The collision offset ones are to move the collision box away from the center of the unit. It's used to extend the collision box of floating units (like engineers) below the water to allow torpedoes to hit them.

CollisionOffsetX = 'n', <Offset collision by this much on the X Axis.>

CollisionOffsetYEdit

CollisionOffsetY = 'n', <Offset collision by this much on the Y Axis.>

CollisionOffsetZEdit

CollisionOffsetZ = 'n', <Offset collision by this much on the Z Axis.>

and these :
SizeXEdit

SizeX, SizeY and SizeZ define the collision box for the unit. The collision box is used to detect hits on the unit. If you change the model size the collision box should be adapted.

SizeX = 'n',

SizeYEdit

SizeX, SizeY and SizeZ define the collision box for the unit. The collision box is used to detect hits on the unit. If you change the model size the collision box should be adapted.

SizeY = 'n',

SizeZEdit

SizeX, SizeY and SizeZ define the collision box for the unit. The collision box is used to detect hits on the unit. If you change the model size the collision box should be adapted.

SizeZ = 'n',
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Re: salem hitbox issue

Postby Mr-Smith » 27 May 2014, 11:07

If thats my replays than well i was wondering why it was still alive but i dont saw that they all missed :)
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Re: salem hitbox issue

Postby Vault54 » 27 May 2014, 11:41

Check SizesX,Y and Z of Salem from Diamond. It is fixed in there.

Edit:

CollisionOffsetY = -1,


SizeX = 1.5,
SizeY = 2.3,
SizeZ = 5.4,
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