N.N,>

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RA also adds missing husk in its own custom sprites. _It also seems that most husks now live for way shorter of a period_ Husk now live much long that...

> It also seems that most husks now live for way shorter of a period, they explode almost as soon as they are created. And on he husks that stay...

sorry, I forgot mention that. Main reason for this is balance. Killing harvester cost you lot of effort. (and lots of assets in the process). Its the stronges unit in...

I notice that I put unused file here by accident. Fixed.

> Missile tank husk has wrong offset. It moves a bit when husk is created. Fixed Some angles will still be little off because husk use just 16 angles, but...

same maps. If maps have one same name but content is diffrenet they are visible in both map folders.

So all aircraft added via editor now start landed. Is this how it should be? https://github.com/OpenRA/OpenRA/assets/100044015/b1ccbad2-53eb-42d3-8af0-0c7d4ed2a740 testcase: [01scriptrework.zip](https://github.com/OpenRA/OpenRA/files/14569897/01scriptrework.zip)

This PR broke Autocarryall trait for carryalls spawned via map and scripts. If you build carryall in building it works fine, but for spawned units no. [testmap.zip](https://github.com/OpenRA/OpenRA/files/14945207/testmap.zip) Otherwise looks ok.

Another test case: [01warheadtest.zip](https://github.com/OpenRA/OpenRA/files/14557366/01warheadtest.zip) functionality looks OK