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You did dude but I have another question. https://www.hiveworkshop.com/forums/models-530/scarlet-needle-207910/ I use the quilbeast missile for this model, it attacks using its tail but the missile comes from its head instead. Is there a way in the WE to change where the missile would come out instead. Well not actually come out of its tail, I mean near its tail maybe some attack coordinates or something?

And here's another one when I'm using the WE it has a minimap too I can see my whole map at the upper left corner. But I just noticed that its gone, how can I put it back again?
 
I see thanks dude, maybe grendel really made this unit as a melee. It attacks like shooting needle from its tail thou.
 
yes, there are fields in Object Editor for units that change where you fire your projectile from. It is in Art - Missile Start or something like that, it is split to X and Y, so fiddle around with these values until you get missile launching from where you want it.

In regards to collision, everything defaultly has collision, and afaik you have to turn collision off for something via triggers to be able to run through cliffs for instance.

Also collision mask is always circle centered at the unit and extends out X units(the units are not really anything, like the cast range, they are just numbers)
 
For the projectile problem: Find your unit in Object Editor and play with "Art - Projectile Launch - X", "Art - Projectile Launch - Y" and "Art - Projectile Launch - Z" fields.
These fields set the point from which the unit shoots the projectile. So basically if all fields have values 0,0,0, the projectile will fly off from center of the unit and in terms of height it will fly from ground.

The X, Y and Z stands for X, Y and Z axis, with Z-axis being height, so you will most likely play a lot with the X and Y ones.
You can put both positive and negative numbers in there to offset in in one direction or the opposite one.
Try for example putting number 30 only for the X axis and watch from where the unit shoots the projectile... then determine if you need to modify the X and/or Y axis and how much.
 
Solid info tnx guys I'll save this to my brain. I've been trying to discover things lately like how to make a unit look flying without making it flyer. Just put some higher values on the movement height field and the unit will float.
 
If you want to make unit fly above ground without it being flying unit like for example Gryphon Rider unit, then change movement type to "Hover" - the unit will be limited by ground pathing (e.g. it won't fly over cliffs or trees), but you can freely change its height.
I think that both the Lich hero and Sorceress unit use this type of movement.
 
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