Open Ahli opened 1 year ago
I was able to recreate the first bug in an automated test map.
Test Map - the bug with happen at 1:10 on timer
Test results:
It does not happen when I set the range slop to 0. => This is a fix for the Zealot. His second hit is not influenced by the weapon, so this is a fix without side effects.
However, the bug is still present for all other melee attackers =/
When I reduce the range slop, it only happens at that distance. So, the buggy scenario uses the range slop distance to initiate an attack. For the Zealot, range slop 0.1 and range 0.0 do not trigger the bug. Having both at 0.1 triggers it. Thus, the buggy scenario uses both ranges combined when starting an attack
Most units with a damage point of 0.0 can have their range slop set to 0.0. Just the Mutalisk could require that value as it has to slow down, thus I would not suggest changing it without a lot of tests. The following units can be altered without issues:
<CWeaponLegacy id="InterceptorLaunch">
<RangeSlop value="0"/>
</CWeaponLegacy>
<CWeaponLegacy id="LurkerMP">
<RangeSlop value="0"/>
</CWeaponLegacy>
<CWeaponLegacy id="MothershipBeam">
<RangeSlop value="0"/>
</CWeaponLegacy>
<CWeaponLegacy id="P38ScytheGuassPistol">
<RangeSlop value="0"/>
</CWeaponLegacy>
<CWeaponLegacy id="PsiBlades">
<RangeSlop value="0"/>
</CWeaponLegacy>
<CWeaponLegacy id="PunisherGrenades">
<RangeSlop value="0"/>
</CWeaponLegacy>
<CWeaponLegacy id="VolatileBurst">
<RangeSlop value="0"/>
</CWeaponLegacy>
<CWeaponLegacy id="VolatileBurstBuilding">
<RangeSlop value="0"/>
</CWeaponLegacy>
In some cases, melee units seem to be able to attack over a much greater distance than expected.
A Zealot kills an SCV that constructs a Supply Depot in a wall: https://www.twitch.tv/uthermalsc2/clip/AttractiveGracefulLyrebirdPeteZaroll
A SCV kills a Probe across a Pylon and Vespene Geyser: https://clips.twitch.tv/TangentialAdorableOpossumHumbleLife-Us0E1TsqAa1FY9ou
Facts:
Weapon range visualized: The difference is day and night!
Theories: