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Bug Workaround
#1
I have found out a way to make the genetic mutations work again, although it may just be in my mod. Big Grin

All you need to do is to make a new infantry mutation that creates the brute and replace the warheads that use InfDeath=9 with InfDeath=11

Example:

[Mutate]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=9

Changed to

[Mutate]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=11
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#2
I'll sticky this for the time being.
Could somebody please verify this information?
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(01.06.2011, 05:43:25)kenosis Wrote: Oh damn don't be disgraced again!

(25.06.2011, 20:42:59)Nighthawk Wrote: The proverbial bearded omni-bug may be dead, but the containment campaign is still being waged in the desert.
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#3
It must work.

The error was a genetic mutator error only.
One byte (!Wink was wrong, causing an IE.
It's fixed, so the workaround isn't necessary anymore.

Nice find anyway Smile
[Image: jsfml.png]
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