So for those who wonder why arrows come out of weird places, etc ,etc:
The projectile object is made at a time, and at a place. The time is dictated by either a) the time since the attack command was made, or b) a particular frame being passed in an animation.
The place of the projectile is simple an x,y,z vector that is easily changed to be unique for whatever unit.
The problem is, you’re in alpha, so you get feedback - my archers feel sloppy, - so you make the projectile appear sooner, now it doesn’t sync with the animation,
Then people complain the units are too small and hard to see, so you scale them, and the projectiles x,y,z spawn point is now out of wack. Then you get feedback that everything is too hard to click, so you dial back the scaling a tad, so the x,y,z changes again. Then the animators give you an updated animation to work with, so it goes out of sync again.
Point is, yes, its easy to change, but its not worth changing 100+ times. Just get the gameplay timing right, so it feels the best gameplay wise, and then once everything is more or less set in stone, you go through, update all the starting frames of the animations/timing, and update all the x,y,z’s in the final product. You do the job once, you do it right. Then it only needs changing again in future balance patches which happen predictably.
Despite this I’ll guarantee at least 1 unit on the final release will have this graphical glitch, because someone will miss it, and then itll get patched after release. In the wise words of Tommy Wiseau, don’t worry about it.