Actually you just need to see what I added/changed. Lowered two timers in the beam actor and added a few more validators. Else just delete all the old data associated with it and then import it again. Still I advise testing it for bugs again before importing unlike last time.
Sure that is not because you destroyed the cable connecting them by moving that zergling away? I need more details as to when what happens.
And yes I altered the power user behaviour so it now disables abilities like the protoss buildings. To allow the zerglings to move just enable the move ability under the power user behaviour.
Actually you just need to see what I added/changed. Lowered two timers in the beam actor and added a few more validators. Else just delete all the old data associated with it and then import it again. Still I advise testing it for bugs again before importing unlike last time.
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The zerglings can't move without power.....
That means it's working, right?
EDIT:
There are still various times where zerglings in a powerfield won't have any cables.
Sure that is not because you destroyed the cable connecting them by moving that zergling away? I need more details as to when what happens.
And yes I altered the power user behaviour so it now disables abilities like the protoss buildings. To allow the zerglings to move just enable the move ability under the power user behaviour.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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The way it worked, was when several zerglings all got powered up at once, a couple of them didn't get any cables, despite being in the power field.
Moving them out and back in usually got them cales back, unless it was another larg group all getting powered together again.
Hmm, maybe that is to do with some limit on the number of actors able to be processed at once by a single parent effect tree.
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So consider this project officially abandoned?
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Ok unstickying and going to revive the MDE excercises.
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