[General] Strange barrier between Attack Range limits. (in units melee type)

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Would there be a limit minimum of "Attack Range"? Are there any places to find this data more accurate?
Because there is a restriction to the Attack range, that the Object Editor does not demonstrate.


I have significantly reduced the size of the units to about 25%, but I am having spacing problems only for melee attack units. The units are at a slightly undesirable distance visually, clashing between sword blows with the models appearing "not to hit". Until I can put one unit slightly on top of the other and start the fight, only in this manual change of positioning will the attack visual have any closer success between the units... But if I give an order to attack (automatic) or if the computer initiates an attack on a specific unit on the map, the units will still maintain a minimum distance, which is unpleasant.

Beforehand... Do not ask me if I modified Pathing of Collision or if I modified the Attack Range, as I have already modified all of them even to "0" (nil), I also checked if it would not be some "Gameplay Constant", but without success ... This can be resolved through the simplest change imaginable, but within everything I've tried on W.E., Every beginning of combat , the units still seem to create a minimal distance by default.

I looked for alternatives on various topics here at Hive and even at The Helper, but no solution.
I know that this restriction has nothing to do with a possible limitation of mesh sizes or movement points, as there are much smaller coordinate points that could resolve this distance smoothly.
Would anyone know if there is any standard constant that is hidden, that is outside of W.E. to adjust this. Should there be any configuration embedded in any of the game's raw data that could modify this uncomfortable bewilderment??
 

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Level 4
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Reduce attack range by 25%
Melee is actually ranged, but less than 128 (modifiable in a constant from one of the map files)
The Attack Range by default is 100, in most units, reducing to 25 or 20, up to 1 ... it will not matter, it will continue to maintain this strange distance during the attack ... as I stressed above. Although the attack normally occurs between the units, this noticeable distance between the models is uncomfortable.
The geocenter of the model that attacks in relation to what is attacked, seems to have its approximation of attack limited by some value that is not easy to find.

What constant would be this modifiable? it would be in a file outside of W.E. ...
 
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No, my friend. This is not related to "pathings collision size", as I stressed above, you can put 1 in collision or even add "Ghost (visible)" to remove the entire collision from the unit, but it does not influence. To give you an idea, when editing the model, I even tried to remove the polygon itself from the collision sphere.
If you just move one unit to the point of another unit, even using Pathing Collision = 8.00, the models can get as close as possible to the other, almost one model overlapping the other, but if you order an attack move, the units they will strike each other creating this "standard distance" as if there were a metric barrier. Visually, making contact between models impossible, just between the attack actions!

This does not seem to me to be related to the unit data or any model properties. It seems to be related to data from the attack system, this must be outside the Object Editor or the Gameplay Constants, it would be in some external modification file.
I believe that to solve this, it really has to be those modders that are very many more crass in the experience of codes more internal..😅😅
 
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Uncle

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Collision Size and Attack Range definitely affect this, but it seems like there's some outside factor that comes into play here. Unfortunately, I don't think there's any solution to this that can be found within the Object Editor/Gameplay Constants. Note that this isn't specific to just attacks, the same thing happens with unit-targetable abilities and cast range.
 
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Collision Size and Attack Range definitely affect this, but it seems like there's some outside factor that comes into play here. Unfortunately, I don't think there's any solution to this that can be found within the Object Editor/Gameplay Constants. Note that this isn't specific to just attacks, the same thing happens with unit-targetable abilities and cast range.
Yes, I already realized that the relationship is more linked to the game engine, as usual it always is. If on the one hand W.E. is rich in options, on the other hand, the wc3 engine is full of limitations!
But I just think that there could still be some chance that someone would have a deeper knowledge of these raw data to explain them better or, at the very least, know where we could modify the attack system to more precise values, even though the modification may not be advisable, maybe it exists for an obvious reason .. but it may not affect it so negatively, due to our current machines having a higher performance.

I only support possibilities for change because I know that there are coordinate points for movements, which are tied to the map in much smaller proportions for this degree of precision to be possible to achieve. And since I am making a custom map, which does not imply multiplayer games (nor professional), being for personal use only, it would be no problem to modify it even if it was a root file of its mechanics.
 
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