walter253
walter253
Did https://github.com/dkfans/keeperfx/pull/3467 fixed it?
Could be related with issue https://github.com/dkfans/keeperfx/issues/2716 same 'stuck state' also happen with ``MOVE_CREATURE`` script command if you possess that creature, player is left with no other choice than restarting the...
Fixed with https://github.com/dkfans/keeperfx/pull/3598
But it's already possible? You don't need to do all of this. ``` [shot112] Name = SHOT_TIME_STAFF SpellEffect = 10 ``` In fact the above is all you need currently...
For a potential teleport that targets allies, what about a rule so the users only target critical low health allies?
> > But it's already possible? You don't need to do all of this. > > ``` > > [shot112] > > Name = SHOT_TIME_STAFF > > SpellEffect = 10...
Maybe [main.cpp#L3097](https://github.com/dkfans/keeperfx/blob/master/src/main.cpp#L3097) or [main.cpp#L3118](https://github.com/dkfans/keeperfx/blob/master/src/main.cpp#L3118) ?
I believe you can close this @AdamPlenty ?
Well they can specialize if you give them Sight I guess. But your issue is to have them able to see doors without the ability to see invisible?
I tought ``EXEMPT`` is possible already?