- Joined
- Jan 25, 2020
- Messages
- 6
I found this out when I needed to make a unit not movable. It is done with this custom script:
In the old version nothing in the model can rotate, so when it attacks it always makes the animation in the direction that it was created, even though the thing it is attacking is in another direction.
So in Reforged the "body" of a unit is separated from the accessories, and the "body" can apparently rotate to face the target but not the accessories. So you get some pretty ghostly action, have only tried it with archer and footman, but I can imagine some models looking quite hilarious.
Don't know if this also happens if it is a building instead of removing the movability, hopefully not.
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Custom script: call UnitRemoveAbility(GetLastCreatedUnit(), 'Amov' )
In the old version nothing in the model can rotate, so when it attacks it always makes the animation in the direction that it was created, even though the thing it is attacking is in another direction.
So in Reforged the "body" of a unit is separated from the accessories, and the "body" can apparently rotate to face the target but not the accessories. So you get some pretty ghostly action, have only tried it with archer and footman, but I can imagine some models looking quite hilarious.
Don't know if this also happens if it is a building instead of removing the movability, hopefully not.