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After mutate anim...
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KALAPS S8
Grenadier


Joined: 02 Aug 2012

PostPosted: Thu Jun 14, 2018 4:11 pm    Post subject:  After mutate anim...
Subject description: looking in different directions
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How to make the after mutate infantry looking in different directions  Question

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Jun 14, 2018 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not so meaningful, infantries constantly change facing when idle

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KALAPS S8
Grenadier


Joined: 02 Aug 2012

PostPosted: Fri Jun 15, 2018 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Not so meaningful, infantries constantly change facing when idle

Not change facing . Is static position , need facing in different directions after mutate .

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Jun 15, 2018 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't, it's hardcoded to face that 1 direction.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Jun 16, 2018 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Idea you can make an 1-facing infantry, then use AttachEffect.InitialDelay= to turn it into a standard 8-facing infantry after some time

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KALAPS S8
Grenadier


Joined: 02 Aug 2012

PostPosted: Sat Jun 16, 2018 3:24 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Idea you can make an 1-facing infantry, then use AttachEffect.InitialDelay= to turn it into a standard 8-facing infantry after some time

Not turn infantry . Only after mutate once .

4StarGeneral wrote:
You can't, it's hardcoded to face that 1 direction.

Is bad .

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Jun 16, 2018 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

How that matters
Can't imagine a situation you need mutated infantry facing a specific direction

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KALAPS S8
Grenadier


Joined: 02 Aug 2012

PostPosted: Sun Jun 17, 2018 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Destroyed tank image

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Jun 17, 2018 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about using DebrisTypes=

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KALAPS S8
Grenadier


Joined: 02 Aug 2012

PostPosted: Mon Jun 18, 2018 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
How about using DebrisTypes=

No . it's not that .

Need interactive map object .

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