Units go where they shouldn't.

Units go where they shouldn't.

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KDR_11k
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Joined: 25 Jun 2006, 08:44

Units go where they shouldn't.

Post by KDR_11k »

Image

Should be self explainatory. It probably got pushed into the water and felt at home.

However, that theory doesn't explain this:

Image
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AF
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Post by AF »

Argh had this problem, go look in his thread for the fix he did to prevent the mysterious floating issue.
hawkki
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Joined: 01 Jan 2006, 19:47

Post by hawkki »

link?
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AF
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Post by AF »

look in his nanoblobz dev release thread, speciafically one of the first few posts at the top
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KDR_11k
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Post by KDR_11k »

That's a different bug, in Nanoblobz an unfinished unit could be propelled into the air by damage and drift around invulnerable.

This is a unit getting pushed into water despite not being amphibious. The units can even be built in water and then move around freely in there despite not being allowed to go into it.
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AF
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Post by AF »

No, in nanoblobz this would happen even fi no explosions had occurred. It's todo with units pushing otehr untis. In nanoblobz a unit would push an unfinsihed units and get stuck, but the unfinished unti would keep moving despite the 'pusher' being stuck, makign the unfinsihed unit usnelectable.

When combined with upward hill paths it can push units into the air.


I ahve numerous screenshots of knights and spire rooks in unusual places if you want. Such as knights floating in the air at an angle, spire rooks below the water plane on an all land map off the edge, units dissapearing into the distance they're so far fof the edge, knights (nonamphibious unit) being pushed across the water on 'the cold palce'
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Argh
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Post by Argh »

Simple fix, dude:

In unit TDF, write following line:

Code: Select all

MyGravity=10;
Problem solved.
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