You are correct.where is shadow? This is 2d pic, it could fly at top of closer tile to screen. If it directly fly to snakeman then shadow of bullet should be cast under it.
A bullet really goes right through snakemen:
(https://i.imgur.com/O0d8Iej.png)
What's even more interesting is that it's definitely possible to hit that snakemen using autoshot but bullets seem to hit his back.
What's even more interesting is that it's definitely possible to hit that snakemen using autoshot but bullets seem to hit his back.
You can't fix itThe only things you cannot fix are those you do not want to fix.
The only things you cannot fix are those you do not want to fix.
You should also only fix things that need fixing.Also true.
The only things you cannot fix are those you do not want to fix.How do you want map 2d world to 3d world? One way I see is simply drop all current graphic and use only voxel display. Then you will have perfect match between display and physic. Then you would see that your shoot never hit target only pass him very close by. Of course you have line of fire to target, but most of it is hidden behind wall (from eye perspective its invisible, only gun "see" him).
How do you want map 2d world to 3d world?I did not mean that would need / want to map a 2D world into a 3D world.
Yankes: I have to confess I've had some trouble understanding what you wrote previously, so I went back and read things a few more times. Please correct me if I'm wrong, but to sum things up:Yes, No, Yes, Yes. If you want change "fat" of unit you should look for `loftempsSet:`in armor. PirazteZ using it to made untargetable unit.
In the 3D voxel world, all units are represented as a fixed-radius cylinder. This cylinder is used for collision detection, correct?
I presume this was made so, for simplification purposes, it would be too much work to support customized voxel hit-boxes for each alien, correct?
This means that all aliens are cylinders, regardless of how they look like to the player.
So I could go and make a custom Super-Fat-Snakeman sprite that is 2 times larger than normal - the cylinder would remain the same size, correct?
`loftempsSet:`in armorhttps://www.ufopaedia.org/index.php?title=LOFTEMPS#Template_Tables
I see. I understand the situation now.This is simply "Call for Modders" :) If you think that something is not right with ruleset you are encourage to change it (and publish on openxcom.org).
https://www.ufopaedia.org/index.php?title=LOFTEMPS#Template_Tables
This is very interesting, exactly what I was looking for.
I checked the standard armors.rul and noticed that every unit uses template 3 (small cylinder), except Sectoids that use 2 (even smaller), and Silacoids that use 5 (large cylinder, although they have low height).
So this can be modded! Using template 4 (medium cylinder) or 5 for Mutons and Snakemen will make them large enough to make this situation not happen so often, and be less frustrating for the player with these near-misses.
(To be balanced, X-Com Soldiers should be 4 too, since I've seen this bug happen to the aliens shooting at my soldiers. And probably Chrysalids and Zombies, I will try changing a few and test some more)
It's a pity that it won't be changed directly in OpenXcom, but if the argument is sticking faithfully to vanilla, so be it...
Thank you Arthanor and Yankes for the info. :)
A much more serious problem is that the game very often allows you to shoot when hitting is impossible, due to the difference between position of eyes and weapon. But this cannot be fixed with rulesets.Yes, I've also come across that, indeed, serious problem. It is related to, but different from the problem being discussed here.