questions for the script master zwzsg.
Moderator: Moderators
When I heard that it was possible to have "death animation", that the dev made it so the engine wait till the "Killed(.,.)" function return to actually remove the unit, I though "great, I can make transport unload everything in their Killed(.,.)". Sadly, it doesn't work, because the engine kills every attached unit as soon as the transport reach 0 health, instead of waiting the end of the Killed(.,.) death sequence of the transport to kill attached units.
Re: questions for the script master zwzsg.
Yay! I will have to get around to telling you how that works some day.zwzsg wrote:It should be noted that Zodius made those True WalkScript first, he calls them Zbot, and he claim his don't suffer from my bug of sometimes lifting all legs at once. I didn't say those true walkscript don't work in Spring.
As for not working in spring, this is because Springs coordinate system is radically different from TA's and as such causes the walking to fail if the unit has to turn. If i knew more about the coordinate system, I could make it spring compatable, but it may still retain the problem Z mentioned of it not working right on slopes.
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