mevitar

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There are already ways to delay the mind control effect without Ivan Bombs: a slow projectile, PreImpactAnim, or a superweapon. If someone really wants to, they can simulate a traitor...

Did some testing and found several potential issues (or maybe i just did something wrong). Here is the code for the first projectile. ``` [Coilgun] Range=9 Projectile=Shell ProjectileRange=9 Speed=100 IsDetachedRailgun=yes...

I wanted to not post any more gifs, as visually the projectile behavior is the same as it was the last time i tested. However, when testing the second case,...

One more thing, i got a crash when testing that Trajectory.Straight.PassThrough=yes case. Didn't get a crashdump as i suspected it might have been an error on my side, but seeing...

Tested everything except DebrisAnims, it worked fine. However, i noticed that if ExplodeOnWater and Warhead.Detonate are both set to true, then both ExpireAnim and warhead's AnimList appear on hit. Is...

Did he modify the Kirov art entries too? To be more specific, what are the values of UseBuffer= and DisableShadowCache=?

> EDIT: some further tests, if the unit does not die mid EXP transfer, no crashes, but the Weapon I use kills the unit (not via Suicide but via Anim=),...

> 3\. If an infantry has IsDesolator=yes (AreaFire potentially affects this too), this breaks CellSpread on the Exp WH, e.g.: It's not AreaFire=yes, that one works fine. CellSpread also appears...

TransRate= and MaxAmount= need more explanation on what exactly they do, i had to figure it out by trial and error (they didn't do what i expected). Same for Offsets...

Tested this newer build and everything appears to work fine. However, since you changed how MobileRefinery.MaxAmount= works, the name might not be appropriate anymore. :P Also, again, need better explanation...