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Creeper World 2
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Bug: Disarming ships
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Topic: Bug: Disarming ships (Read 342 times)
DarkJMKnight
Newbie
Posts: 3
Bug: Disarming ships
«
on:
August 22, 2011, 06:46:33 pm »
Either I'm doing something wrong, or something seems to be wrong with the 'Armed' and 'Disabled' settings on units.
Here's how to replicate the issue:
Create a map with some units.
Mark some disabled, mark some unarmed, mark other disabled and unarmed.
Save the map and load it up in CW2.
Only the 'Disabled' checks hold, the disarmed units are still armed.
Load the map back up in the editor.
None of the marks have held, all units are now enabled and armed in the editor.
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virgilw
Administrator
Posts: 6711
Re: Bug: Disarming ships
«
Reply #1 on:
August 23, 2011, 08:35:21 am »
Yep, that is indeed broken in the current map editor. Fortunately, it is an easy fix and will be working in the next update of the map editor. I should have a new version out anytime in the next few days.
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DarkJMKnight
Newbie
Posts: 3
Re: Bug: Disarming ships
«
Reply #2 on:
August 23, 2011, 05:57:58 pm »
Excellent! (Awesome sequel, BTW. :~)
Also related to saving, but not loading, the starting 'Technytes' won't reload in the editor.
Save a level with some starting Technytes.
The level will load properly in the game.
Load the level back in the editor and the starting Technytes is zero.
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