Loobinex
Loobinex
Are you sure they are the same creature? If so, i would like configs that would help me reproduce this and possibly fix it.
> My Imps can get to the door and back just fine 😕. What do you do? Just load the map, tag left, build imps and frameskip. You should see...
> That's just what I did (sans the frameskip). They hesitated, but claimed all the path, and reached the door. @AdamPlenty See this video: https://github.com/dkfans/keeperfx/assets/13840686/125c3f3e-5f59-4966-ae24-1dbae6580dac This is not just for...
Already weird, but at least you can also reproduce them stopping the claiming past that point. If you reproduce from the start and build the treasure room like I did,...
> > Already weird, but at least you can also reproduce them stopping the claiming past that point. If you reproduce from the start and build the treasure room like...
Closed due to info not coming. May be reopened if I was mistaken after all.
PR needs fixing, bug were reported on discord. ``` add this to a script: IF(PLAYER0,IMP > 5) NEXT_COMMAND_REUSABLE MOVE_PLAYER_CAMERA_TO_LOCATION(PLAYER0,1) ENDIF then make 6 imps, then press the map screen then...
Currently though, each unit has a different swipe on the same index,... say, the reaper swings a scythe and the warlock a staff,... it does not seem very efficient if...
I looked into it a bit. In `thing_fire_shot` the code is using the shot speed in this seemingly unrelated function: ```c angles_to_vector(shotng->move_angle_xy, shotng->move_angle_z, speed, &cvect); shotng->veloc_push_add.x.val += cvect.x; shotng->veloc_push_add.y.val +=...
We have `clear_flag` for this now