New mapper- Small question (hopefully)

Level 2
Joined
Apr 12, 2025
Messages
8
I sincerely apologize if I'm not in the right place. I'm decently familiar with the editor, so I'm not looking at this from a completely clueless perspective. When I was younger I did a lot of mapping, and played a lot of custom games. Nostalgia came knocking, and I'm back a decade later to twiddle away at maps. What I am extremely unfamiliar with, are all the nuances to editing abilities and their mechanics, and possibly the bugs they innately have.

Map Type: Tower Defense
Problem: Tower Ability
Details: I want to incorporate the incinerate passive on a fire tower. What I cant figure out, is why it makes the tower miss their damage hits like 70% of the time. It applies the incinerate buff 100% of the time, but I also want the tower to damage the units it's hitting 100% of the time. Is there a setting somewhere for this, or is it possibly a bug?

I appreciate your time on this.
 
Level 2
Joined
Apr 12, 2025
Messages
8
Are you sure this has anything to do with Incinerate? If you remove it from the tower, does it no longer miss any attack?
Yep this is absolutely correct. Without it, attacks hit and damage every hit. With it, incinerate will stick every hit, but it wont damage the units every hit. It's very odd! lol!

I've attached my map, if you wouldn't mind taking a look at it? You can hit test right away and you'll see what I'm talking about. I have it set up so it will push creep waves through for testing.
 

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Level 29
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Sep 26, 2009
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so the issue is in wave creeps' collision size. You set it to 1.00. When I returned it back to 16.00, all started working again.
As to why, I am not sure. It could be that the internal implementation of Incinerate uses collision size to determine something before dealing damage and with collision size 1.00 it fails.
 
Level 2
Joined
Apr 12, 2025
Messages
8
so the issue is in wave creeps' collision size. You set it to 1.00. When I returned it back to 16.00, all started working again.
As to why, I am not sure. It could be that the internal implementation of Incinerate uses collision size to determine something before dealing damage and with collision size 1.00 it fails.
This world editor tutorial instructs that collision size works best in general when set to 1. I don't think I would have ever thought to check for that without asking for help. You rock, man. I really appreciate you taking the time to crack that open for me.
 
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