The ability to parse descr_skeleton.txt is simply invaluable, because not only will we be able to give units the ability to hit from further back, as you said, but we can also define which frame in the attack anim actually is the attack frame, so that the defender's animation can run synchroniously, not wildly irrelevantly like it does now (you attack, the guy ducks like 10 seconds later, etc).
Jerome, the biggest problem right now is the crash without the error message. That may be the best clue as to what is going wrong here, and you knowing that we have such an error might be a hint as to where to look for a solution. Would NOT having a matching .evt for a .cas cause such a crash, or would an error pop up? I really hope you can get your hands on the same build as us, so that you can at least get this parsing ability by the time the x-pak comes out, because you devs will see some amazing wonders from us in that case. Please try to find the same build as what we're using, so you can run through your steps and verify that you get the same nameless error as we do, so that you know that the error does not lie in some wrong step of ours, and are more able to pin down the issue on your side in time for the release. Or, if it is a mistake on our side after all, this would be the very BEST case scenario, and we can enjoy the wonderful ability to parse descr_skeleton.txt right away![]()
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