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October 10th, 2016, 17:15
#1
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October 10th, 2016, 17:46
#2
Re: Special Digger :beetle:
Because he lacks some of the animations. In beetle.cfg go to [sprites] and where the sprites are '0' select one of the numbers from the other animations. (For example, use the attack sprite for the dig animation).
Last edited by YourMaster; October 10th, 2016 at 18:31.
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October 11th, 2016, 17:57
#3
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October 11th, 2016, 21:56
#4
Re: Special Digger :beetle:
For Smoke and Relax I would take the 'Sleep' animation instead. PrettyDance is the animation when they claim a floor/room, so attack works, but I think the 'GotSlapped' animation would look pretty nice/funny there.
And other creatures simply don't work as imps when making changes to the config because much of the imp-behavior is still hardcoded.
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October 12th, 2016, 16:11
#5
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October 12th, 2016, 16:44
#6
Re: Special Digger :beetle:
Because that works with the special diggers as well. There's just no way to make this function perfectly jet.
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October 12th, 2016, 17:27
#7
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October 12th, 2016, 17:49
#8
Re: Special Digger :beetle:
I think because it is first in the list.
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October 12th, 2016, 18:42
#9
Re: Special Digger :beetle:
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October 12th, 2016, 18:49
#10
Re: Special Digger :beetle:
Just the order of creatures. My guess is that the 'tunneler' command just takes the first non-evil special digger to spawn, and the 'create imp spell' creates the first evil special digger it finds.
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