walter253

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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?