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Posted

During a ground combat mission, sometimes the ferret while rotating is drawn a fer tiles lower on the right or on the left. See the screenshots below for an example.

The ferret should be on the shadow.

Turining the ferret brings it back to the correct position.

MisplacedFerret.jpg

MisplacedFerret2.jpg

MisplacedFerret.jpg

MisplacedFerret2.jpg

MisplacedFerret.jpg.a470c4911e8faf3471df

MisplacedFerret2.jpg.28b082eacdbc90699b7

Posted

The vehicle. As it can be seen in the second screenshot, the cursor, the shadow and the path/time units are correct. It's only the vehicle that is misplaced, but only when turning or when leaving the ferret in this orientation.

Posted

The shadow is a new feature.

I've also seen it partially poke itself through a wall into a building.

But yeah, it's a bit disconcerting the way it sometimes jumps around when it moves.

Posted (edited)

Couldn't tell if the path was telling it to go north or if the green part was where the vehicle was supposed to be.

According to the Ferret vehicle_spectre there is a test animation in place for the east facing on the rocket version only.

You can easily alter that if you want to.

Be warned though that digging round in the files WILL let you find spoilers on game tech etc.

Go to assets/xenovehicles/ferret/rocket and open vehicle_spectre.

Change the line:

<anim src="units/xenovehicles/ferret/rocket/drive_e" anim="idle_K"/>

To:

<anim src="units/xenovehicles/ferret/rocket/RferretE" anim="idle_K"/>

Your animations should work properly then.

Edited by Gauddlike

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