Guide to Clickability
Table of contents
- Where you can click
- Heroes that are difficult to click
- ...and what can('t) be done against it
- Closing words
A classic situation from some versions ago:
The battle between Sven and Gondar lasts for minutes already, always Gondar appears somewhere out of the windwalk, attacks once, twice, and disappears again!
After some time Sven decides that it is enough: using his chicken, he gets dust of appearance!
Again Gondar attacks, but now Sven is prepared: move away from the creeps, activate dust, a-click! Until Bounty Hunter actually recognised what happened, he is low enough to be finished by a single storm bolt, but too far away to be taken down by a hit. Clever Sven has, of course, saved his storm bolt...and now that happens:
...but why is Gondar so difficult to click, while other heroes aren't? In this small guide, I want to give you a deeper understanding of the mechanics behind clicking units and heroes.
2. Where you can click
Basically, models in WC3 consist of both visible and invisible parts.
The most important (mostly) visible parts are the geosets
, they are basically the forms of the model. Depending on the setting of the geosets and the skin, they can be invisible or partially invisible as well.
No need for further details, what we need to know here is: can you click the geoset?
Well, the answer is yes for most, but no for very few others.
As a rule-of-the-thumb you can click all "substantial" parts of a model while insubstantial parts, like the hero glow, can not be clicked.
This is set in the model settings, and there are some exceptions.
As an example model, I use the Paladin: A totally common model with common clickability and hero glow.
In the following picture, you can see the cursor being clearly on the hero glow, but technically not pointing on the hero.
It also shows the geosets that are clickable (marked with red vertices) and unclickable (hero glow, marked with green vertices - the transparence is part of the texture, the polygons count for clicking):
You can assume that you can click any model if you hit the body.
But why are some heroes easier to click than others?
That's because they have so-called "collision shapes
": Shapes - mostly spheres - helping you to click a model. If you do not click the body, but click a sphere, it is a hit!
Note that collision shapes have NOTHING to do with ingame collision, though. They are only for clicking.
Here is an example on collision shapes:
You can clearly see the blue spheres around the Paladin, and even though the cursor is not on the Paladin's body, you can click him!
3. Heroes that are difficult to click
With the spheres, we also have the problem with certain heroes.
The most problematic heroes right now are Rooftrellen and Venomancer.
Let's take a look at Rooftrellen first:
Treason! Only a single sphere that doesn't even cover the whole hero!
In addition to this, you can not click anything but the sphere - the whole body is unclickable.
Reason for that is that the model is originally a tower, and you're supposed to be able to click units behind it.
Another problematic model is Venomancer. Let's take a look at his sphere...
LAWL INFRINUB FORGOT TO SHOW SPHEER!!!11....nope. I didn't.
Veno got none. Obviously, someone at Blizzard was REALLY lazy and careless when making the Venomancer model, which has multiple flaws like this one.
You can only click him if you actually hit the body.
Another model people often whine about is Bane Elemental, but the problem is different here:
Collision shapes are objects with a static position, they do not move with the animations of a model - so the model can move out of it's sphere, and even though you have an even larger area to click, the body itself is more difficult to click:
When Bane Elemental attacks, he completely leaves his sphere, leaving him difficult to click. When he channels, his arms leave his sphere - so take care to hit his body, and not, like many people, try to hit him between the arms or something.
Due to his grotesque body, parts of him area always out of the shapes.
By the way: Collision shapes do not have to be spheres, they can be boxes as well:
Another shape would be a collision plane, but as this is a very rare shape I shall not explain it here.
So let's summarize it for Mr. and Mrs. tl;dr:
-You can click the body of any unit, but some parts might make an exception
-If you don't hit the body, collision shapes help you in many cases
-but some heroes have problematic collision shapes - or none at all!
Other heroes might be problematic as well.
Some people claim that since Bounty Hunter was hard to click before his fix, Dark Seer must be hard to click as well. That is NOT true, Dark Seer got totally fine collision shapes - seems to be some psychological thingy.
And right now, with the fix, Gondar has the same collision spheres as Dark Seer.
The Meat Wagon often blocks your cursor when you want to click small units, like necromancers, behind it.
Here's his collision shape:
Huge, isn't it? Well, there is a simple solution for that.
4. ...and what can('t) be done against it
Well, the Gondar problem has been solved, after all.
I also made a suggestion to fix the Venomancer model:
Imports of models usually take a lot of space. Venomancer was somewhat easy to compress, but Rooftrellen would take hundreds of kilobytes.
The opposite problem, which we have on the Meat Wagon, can be fixed to some extend though:
In the object editor (part of the WC3 map editor) you can deactivate the collision shapes for a unit.
If the Meat Wagon's collision box was deactivated, we could still click it. But it's collision box wouldn't block other units' anymore.
It is possible to use external solutions - i.e. overwrite WC3's models with some that got better clickability - but I disapprove of this solution as it gives you an unfair advantage.
5. Closing words
I know that this guide does not directly help you clicking Bounty Hunter, but that was not the purpose - people should know where they can click, and why certain heroes are problematic.
I hope I helped with that!
If you think that another model is problematic, tell me and I might take a look at it and possibly even implement it in this guide
Both constructive criticism and feedback are welcome ;-)