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Posts from Help with fixing the mod.

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7 years ago
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A long time ago, a mod was created that replaces the models of the original ents with ents from the beta version of the game. Not long ago, I decided to install this mod, but I encountered a problem: the ancient ents do not leave a corpse behind when they die, while the others work normally. I tried to figure out the problem myself, but for some reason, nothing worked. The death animation itself works: I placed the model of a dying ent with the corresponding animation on a hero, and everything worked perfectly. It just doesn't work on the creature. Can anyone suggest how to fix the problem?
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7 years ago
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This isn't a mod issue; it's a problem with the game's resources (or the developers intentionally broke something). Here's the proof: the death animation model is still present in the game's resources. I attached it to regular Ents, and they also disappear. I think the only way to fix this bug is to make Ents an NCF creature and replace them in the Ent upgrade tree.
In reply to footman
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7 years ago
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footman
This isn't a mod issue, but rather a problem with the game's resources (or the developers intentionally broke something). Proof: the death animation model still exists in the game's resources, and I've attached it to regular ents, and they also disappear. I think the only way to fix this bug is to make ents an NCF creature and replace them in the ent upgrade tree.

A complete lineup of such a creature has existed for a long time!

As for the disappearance, that's a copyright issue...
In reply to psatkha
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7 years ago
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psatkha
Such a creature, as a complete unit, has existed for a long time!

But the disappearance is a battle for copyright...

So, I was right that the developers intentionally made this bug. I know it exists, but I don't know how to change it in the upgrade tree and how to remove it from the game.
In reply to footman
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7 years ago
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footman
I don't know how to change him in the upgrade tree and how to remove the Ent from the game.

What's the point?!
In reply to psatkha
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7 years ago
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psatkha
What's the point?!
Is there another way to prevent the disappearance?
Deleting the entity from the game would ensure that only one enhanced entity exists in the game. Currently, there's a standard entity that disappears instead of having a proper death animation, and there's a clone that functions normally.
In reply to footman
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7 years ago
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footman
Is there another way to prevent the disappearance?
Should I remove the entity from the game so that there is only one upgraded entity in the game? Otherwise, there is a standard entity that disappears instead of a normal death animation, and there is a clone that works normally.

I think the check is done at the level of ID and/or CRC or GUID of the animation!
In reply to psatkha
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7 years ago
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psatkha
I think the check is done at the level of the ID and/or CRC or GUID of the animation!
I changed its ID in common.lua, and I also changed the animation name: it didn't help. I don't know anything about CRC; I think it's easier to make a clone of the entity and delete the one with the check, rather than searching for a needle in a haystack. This check might not even be on the ID; there might be about 3 of them somewhere. My approximate check variant: 1) if the creature is from the Sylvan faction, 2) if the creature is level 6, 3) if the creature is marked as an upgrade, then when adding a creature with a death animation to the DeadCharacter, it simply disappears (But I hope this isn't a 100% accurate check; otherwise, even a clone won't help. It would also be good if someone asked Quantomas if such a check is embedded in the EXE, then he could compile the EXE, but removing the check from the code).

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