- Joined
- May 31, 2019
- Messages
- 150
I don't know if this is really the place for this, but I felt it was interesting.
I was playing around with making an Engineering Upgrade ability for the Keeper of the Grove.
When adding the default, unmodified Engineering Upgrade to him via a trigger...
But what makes this even more interesting?
Just change his model, and the spikes go away!
Now, how about changing a different hero's model to the Keeper, and adding the Engineering Upgrade ability?
Spikes again!
Now, Engineering Upgrade is notoriously buggy, but this surprised me. How does the combination of this ability and something specific to the Keeper's model cause some weird spike attachment? Never seen war3 do this before lol.
I am on 1.28, so I dunno if this bug appears in other versions of war3.
Not really a big problem, but I found it very curious, so I thought I'd share it.
I was playing around with making an Engineering Upgrade ability for the Keeper of the Grove.
When adding the default, unmodified Engineering Upgrade to him via a trigger...
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Melee Initialization
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Events
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Map initialization
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Conditions
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Actions
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Unit - Add Engineering Upgrade to Keeper of the Grove 0000 <gen>
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But what makes this even more interesting?
Just change his model, and the spikes go away!
Now, how about changing a different hero's model to the Keeper, and adding the Engineering Upgrade ability?
Spikes again!
Now, Engineering Upgrade is notoriously buggy, but this surprised me. How does the combination of this ability and something specific to the Keeper's model cause some weird spike attachment? Never seen war3 do this before lol.
I am on 1.28, so I dunno if this bug appears in other versions of war3.
Not really a big problem, but I found it very curious, so I thought I'd share it.