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Crab glitch

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5 years ago

Apparently juggernauts can turn crabs into mobile battlestations if timed right. Yes it is actually moving, heres the replay to confirm that http://zero-k.info/Battles/Detail/698999.
+4 / -0

5 years ago
All units lose their walk animations if they start walking while being pushed around. I believe that was a design decision at some point?
+0 / -0

5 years ago
Probably is, but it still gets the damage reduction in this state
+1 / -0

5 years ago
CHrankAdminDeinFreund
just give me 1 sane reason why someone would do this on purpose... I guess it has something to do with the mechanics of the underlying code?
+1 / -0

5 years ago
Because the walking animation doesn't run when something is pushed, the crabs idle state remains active. I'm not sure if deinfreund was saying that this was intentional or not, but it appears to be an oversight.
+0 / -0
5 years ago
Time to put crab in the ht fac
+1 / -0


5 years ago
It is intended in the engine that units can more along the ground without triggering animations if they are tossed through the air. See: https://springrts.com/mantis/view.php?id=4458

I have made some scripts to workaround the issue for units with movement-based state transitions, I'll set the velocity threshold for Crab a bit lower.
+1 / -0

5 years ago
So this has been an actual problem for the last 5 years now?
+0 / -0

5 years ago
how optimistic...
+0 / -0
5 years ago
Would simply cancelling the move command if a ground unit is in the air not be a simpler solution or did I misunderstand the problem?
+0 / -0

5 years ago
Kind of misunderstood it, while cancelling the movement command altogether would fix the bug. If you simply just kept giving move orders while it was still going, it would keep the state. (a simple patrol command could probably keep it going)
Believe the issue has been fixed anyways.
+0 / -0
USranknop
5 years ago
I found today that you can have a mob of fleas push a Crab wherever you like without losing the armor bonus.
+0 / -0