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Old 06-26-2009, 08:59 AM   #1
Infrisios
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Default [Article] Clickability


Guide to Clickability

Table of contents
  1. Foreword
  2. Where you can click
  3. Heroes that are difficult to click
  4. ...and what can('t) be done against it
  5. Closing words
1. Foreword

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:

(thanks to thisisbob!)


F*cking clickevasion!

...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:

Rooftrellen



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.

Venomancer

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.

Bane Elemental

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 Models

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.

Meat Wagon
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:
http://www.playdota.com/forums/47832...omancer-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 ;-)

- Infrisios
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Last edited by Infrisios; 09-07-2011 at 09:58 AM.
Old 06-26-2009, 09:13 AM   #2
ProudBavarian
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Very good Job. Thanx for translation
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Old 06-26-2009, 09:27 AM   #3
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Good guide , even i learned some things i didnt know aka (gondar doesnt have sphere at all, i thought he had sphere just it wss small :P)
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Old 06-26-2009, 11:08 AM   #4
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Nice little informative guide Inf. You kinda cop out of the problem at the end though. In the body you point that not just the collision size, but the fact that Bher is hit and run (and sometimes dodge) with the constant readiness to fade into invisibility, it's a lot more difficult to click him than any other hero with a weaker geoshape. The effort to justify "just take your time and make a single click" won't be tooo helpful seeing as you don't have that time heh.

The same could be said, of course less potent, with Treant. He's always got Nature's Guise ready to go. Even if no immediate trees nearby! He can buy a full second, every 3s, until he gets to treeline (or even near). Also, he's obviously quite sturdy. So while his invis may be more situational, you can't blast him down nearly as quick as say catching bher off guard (or just accurately catching him with a click).

Overall, nice and concise and a very important read for anyone who is unaware of what's going on with these guys. Another hero I think you should add is Veno. Also sports a lesser geoshape. Along with that, moves in an awkward snake-like, undulating fashion that practically is pseudo-dodging just by walking around. Plus a hero that often will go Lothar's so you end up having to worry about the extra time-constraint you do with bh/tree.

Movespeed is also fairly relevant and should get a mention. If the hero has obtained a ton of MS, these problems become even more prevalent. Track adds a bunch, Lothars too (so even True Sight won't solve the whole problem), Tree sometimes goes MoM to help wail on helpless rooted victims, etc. Plus there's always an abundance of Haste runes throughout any game. Players should be more weary when the click-evaders get significantly faster. Sometimes just a relevant higher MS becomes a big difference. Say Bher dodges some enemy slows, or in turn is making passes at slowed targets, he may as well be faster if those heroes have to move to get in range with certain spells.

Interesting stuff that a lot of people usually under-analyze. There are many factors at work than just the different geosets themselves. "Lol I can click bher all day." Classic Casper response--which is true though, because he always picks him.
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Old 06-26-2009, 01:24 PM   #5
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If you just spam clicks you usually waste more time than when concentrating for a split second to hit a click.
Plus, that is only a part of lower importance in the guide, I focus on telling people how it works.
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Old 06-26-2009, 01:43 PM   #6
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Good we've got an english version of it now. Clickability is a problem, yes, but I suggest living with it, maybe there will be fixes soon (I don't like any tools to fix it as I think it's kinda unfair if not all players use it).
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Old 06-26-2009, 02:18 PM   #7
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While it's interesting I dare say that you could format it a little better.

First and foremost; I always dislike having huge images in the middle of a paragraph, instead I'd suggest using thumbnails or spoilers to make it easier to locate readable parts of the text and to make it appear less cluttered.

Since this is a rarely discussed subject having a list which introduces the reader to the key elements will most likely be helpful. Imagine this;

Quote:
There are two things which affects clickability;
  • Geosets
  • Collision Shapes
I'll be explaining these terms in the following paragraph.
You could also use some smaller headings to make it easier for people to realize that you're finished with one subject and moved on to another one.

The "rumoured" external solution involves altering the model provided by Blizzard located in the .mpq's storing all game data through the use of a .mpq-editor. What you want want to do is to replace Gondar's model with a new one (using the same skin) but which provides collision shapes.

I'd not recommend tinkering with these files to anyone who's not familiar with .mpq directories, but I don't see any harm mentioning it.
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Old 06-26-2009, 02:37 PM   #8
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Quote:
Originally Posted by Robzor View Post
I'd not recommend tinkering with these files to anyone who's not familiar with .mpq directories, but I don't see any harm mentioning it.
I have to disagree...as i already mentioned I think it's unfair to the players that don't know how to do it or simply don't want to do it. For me it is important to wait for an official change to prevent any kind of unfairness.
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Old 06-26-2009, 02:40 PM   #9
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Quote:
Originally Posted by Robzor View Post
The "rumoured" external solution involves altering the model provided by Blizzard located in the .mpq's storing all game data through the use of a .mpq-editor. What you want want to do is to replace Gondar's model with a new one (using the same skin) but which provides collision shapes.

I'd not recommend tinkering with these files to anyone who's not familiar with .mpq directories, but I don't see any harm mentioning it.
I know the solution and I have reasons not to mention how they work - they create an unfair advantage. The "rumour"-stuff is just fun.

Working on better format...
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Old 06-26-2009, 02:43 PM   #10
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Nice, I learned something.
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Old 06-26-2009, 11:49 PM   #11
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Thanks for this. I found the part on Bane Elemental particularly interesting - I never knew it worked like that.

Still, I can always hold out for the chance that, one day, Gondar might actually be clickable on the first attempt. CAN'T I???

~Elementalism~
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Old 06-27-2009, 01:44 AM   #12
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Regarding the bounty hunter clickability issue
I think Icefrog should use the model found in Fufu United Ninja All-Stars
looks more menacing than gondar (best thing about it? no MSI)
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Old 06-27-2009, 07:52 AM   #13
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Quote:
Originally Posted by Atchucan View Post
Regarding the bounty hunter clickability issue
I think Icefrog should use the model found in Fufu United Ninja All-Stars
looks more menacing than gondar (best thing about it? no MSI)
Which model is it?
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Old 06-27-2009, 07:58 AM   #14
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lol I love the paint-art thingie.
awesome lol Ive seen it on DA. xD

nice, didnt know about some info in this guide.
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Old 06-27-2009, 08:43 AM   #15
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Great guide. The only thing i didnt know though was bane, very useful knowledge thanks again.
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Okay the guys you can go ahead and do your Bnet but can I at least have Garena players f**k, or is it just me.
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Old 06-28-2009, 04:00 AM   #16
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Just a question, what does "large" or "medium" animation name do? Doesn't it increase selection thingo?
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Old 06-29-2009, 01:11 AM   #17
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i lawl'd at the "uber ninja technique" part.
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Old 06-29-2009, 05:20 AM   #18
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Quote:
Originally Posted by APL View Post
Just a question, what does "large" or "medium" animation name do? Doesn't it increase selection thingo?
Not really sure what you're asking, where does the guide mention animation names?
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Old 06-29-2009, 05:32 AM   #19
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This was definately a good read, interesting tidbit about bane especially. Also, the hitbox for veno is so big lol 0.o
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Old 06-29-2009, 09:53 AM   #20
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Well, won't adding "medium" and "large" to certain units give it a bigger selection thing'o?

So clicking those heroes mentioned be easier ?
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