That property looks like it's meant for dealing with pushing units which aren't exactly physics objects, by physics objects I mean stuff like the debris rolling down a ramp after a big unit dies, the Odin can 'kick' the pieces around by moving close to them, sending them bouncing off walls and stuff.
Just checked and it can do it normally too.
I looked more closely and it seems like the debris is being pushed around very precisely by the Odin's legs, meaning this is probably some flag on the Odin's 3d model, not some data effect that is easily replicated, hope I'm wrong.
How is this done? It doesn't seem to be anything I can find like an actor or actor event or behavior, checked the map too.
@zorbotron: Go
I believe it has something to do with push priority. This field should be found on the unit itself.
@silvermage: Go
That property looks like it's meant for dealing with pushing units which aren't exactly physics objects, by physics objects I mean stuff like the debris rolling down a ramp after a big unit dies, the Odin can 'kick' the pieces around by moving close to them, sending them bouncing off walls and stuff.
Odin can do it in that mission, but not normally?
@grenegg: Go
Just checked and it can do it normally too. I looked more closely and it seems like the debris is being pushed around very precisely by the Odin's legs, meaning this is probably some flag on the Odin's 3d model, not some data effect that is easily replicated, hope I'm wrong.
@zorbotron: Go
Models don't "push". There is something causing this. Possibly something like the "massive" attribute which destroys FFs and such.