Open shalkya opened 6 years ago
for nomads, with special feature of the invisble underground exp
game.uid.7646518.log http://content.faforever.com/faf/vault/replay_vault/replay.php?id=7646518
Looked at this yesterday, and kinda fixed it. But for some reason in unit.lua the code responsible for drop animation handles pickup too. So I fixed it but broke the unit folding animations. Also functions ontransportattach and ontransportdetach are misleading and return same things. Overall transports were always broken in this game...
Tried to do a while loop on animation performance, but I do not know how to tell the loop when the animation finished. Then in the loop I do a check for transport detach, and if the case, reverse animation rate, so it goes backwards.
May be it is possible to fix in unit scripts, but that is inefficient, so look into unit.lua
It is little more than a visual bug. For ACUs and SACUs it messes up with target bones or\and hibox and may allow to dodge large portion of incoming fire without any effort. I have seen couple of videos where ACU tryes to get into transport to run away from monkeylord and transport dies and then ACU gets that "loaded into transport" animation and ML can no longer hit ACU and ACU just overcharges ACU. So when unit gets command to change animation when it is grabbed by a tractor beam of a transport, but if you cancel command on unit or transport unit stays in this ducking animation. You can abuse this, but it is obvious when you do it.
seems it doesn't impact gameplay, bugs on unit with animated legs (apart from cybran T1 scout)
i think I've shown most unit with the most visual bug. It also change visual the way they walk. when the unit is dead, wreck is normal.
game.uid.7646006.log http://content.faforever.com/faf/vault/replay_vault/replay.php?id=7646006
http://content.faforever.com/faf/vault/replay_vault/replay.php?id=7645839 game.uid.7645839.log