For mission template triggers, is the condition block checked before or after the delay interval?
Before. So you can do 2 separated in time actions with one triggerMadocComadrin said:For mission template triggers, is the condition block checked before or after the delay interval?
Why do you need a weapon? Make it a shieldPatta said:Any possibility to make a weapon you can not attack with, that has an area effect (Banner improving stats of friends around you, e.g.) Reducing Speed, range, damage to zero seems to trigger a bug: Hitting enemies with it is instant kill, hitting friends makes them invincible...
I still would like an understandable explaination. I have yet to get either to work.dunde said:(position_transform_position_to_local, pos1, pos2, pos3),
pos1 will be relative position of pos3 from pos2
You can see how the operation work on my code to determine body part hit from ti_on_agent_hit.
(position_transform_position_to_parent, pos1, pos2, pos3),
where pos3 is relative position from pos2, then pos1 will be the absolute position of same point.
dunde said:Try this :
Code:(position_transform_position_to_local, pos3, pos1, pos2), (position_rotate_z, pos1, ":angle"), (position_transform_position_to_parent, pos4, pos1, pos3),
Replace all race objects with those from working race, then return back skelett ones one by one and look when crash comes backPatta said:and every time i see a bot with this "race", the game crashes without any messge (just "warband doesnt work") What is wrong? (btw, "Skull" is the texture for the head mesh, that is also named skull) I got the same problem with a zombie race.