Fleshy Corpses

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I created fleshy corpses using triggers and only the Ghoul corpse appears as fleshy, the others appear skeletal even with the fleshy option on. Why?
 
Im sure. The Ghouls work fine but any other units mess up.

  • Corpses
    • Events
      • Map initialization
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Set TempPoint = (Random point in Corpses <gen>)
          • Unit - Create a permanent Fleshy Ghoul corpse for Player 2 (Blue) at TempPoint facing (Random angle) degrees
          • Custom script: call RemoveLocation(udg_TempPoint)
      • For each (Integer A) from 1 to 3, do (Actions)
        • Loop - Actions
          • Set TempPoint = (Random point in DeadElves <gen>)
          • Unit - Create a permanent Fleshy Archer corpse for Player 1 (Red) at TempPoint facing (Random angle) degrees
          • Custom script: call RemoveLocation(udg_TempPoint)
 
The fleshy ghoul corpse is basically the skeletal ghoul corpse. Im thinking maybe neither work and ghoul just looks like it does. When the game says fleshy maybe it means bone with bits of pink stuff around it?

You'd be able to use triggers and make a unit for neutral passive, play its decay flesh animation and pause it in place.
 
The fleshy ghoul corpse is basically the skeletal ghoul corpse. Im thinking maybe neither work and ghoul just looks like it does. When the game says fleshy maybe it means bone with bits of pink stuff around it?

You'd be able to use triggers and make a unit for neutral passive, play its decay flesh animation and pause it in place.

Fleshy corpses are Decay Flesh and Skeletal cropses are Decay Bone.

And when i say that Ghoul works fine.. its because it works fine: The corpse is skeletal for the first 8 seconds and then turns fleshy. The others just remain skeletal

When the game says fleshy maybe it means bone with bits of pink stuff around it?

Thats skeletal corpse.
 
Solved it.

Not all corpses created on map initialization become fleshy.

Creating them after 0.01 seconds of map initialization will make them work.
 
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