Comments (2)
You should've mentioned that the weapon impact (from leveler) caused slasher to not go out of deploy mode and did move+shooting. (at minute 3)
But this seems to be self-limiting case. The same unit weren't able to move+attack afterward.
from zero-k.
I managed to reproduce this with Newtons, Slasher and disabled fall damage. It was fixed within this commit with a loop that checks whether the unit has contact with the ground and sufficient speed. It looks like an engine bug, StartMoving is sometime not called if a unit hits the ground when it already has a move order. This can occur with any unit which makes them look silly.
from zero-k.
Related Issues (20)
- Refactor Priority to make it easier for the engine to steal
- Add more LOS shader options HOT 2
- Give Bulkhead Crab-style deployment HOT 1
- Fix factory waypoint order cancelling
- Starting base option
- Get rid of facbar?
- Consider making chickens obey lockunits modoption
- Teach Kingstad how to make two seperate tickets
- Shaders: replace timeinfo (x+w)/30 with z
- `api_gameframe_orders.lua` is obsolete
- Siren tends to position itself sideways to target HOT 1
- Lava on some maps looks ugly underneath HOT 1
- Underwater unit tracks (footsteps decals) are ugly in new engine HOT 2
- Antinuke coverage/line widget broke?
- Fix big structure model radii
- Light transportability highlight HOT 1
- Facs on repeat ignore "Alt inserts behind = false" setting
- Fac queue on integral groups one-times with repeats
- Phoenix blows itself up on shields HOT 3
- Lower selection rank for rearming bombers
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from zero-k.