So, I have an idea to fix this:
In gwReinforcements.lua, in the function "InitialStructuresSpawnThread", change this following:
- Code: Select all
for index, v in UnitsToSpawn do
#WARN('unit and pos is ' .. repr(v) .. ' and ' .. repr(posX) .. ' and ' .. repr(posY))
local unit = aiBrain:CreateUnitNearSpot(v, posX, posY)
if delay > 0 then
unit:InitiateActivation(delay)
end
if unit != nil and unit:GetBlueprint().Physics.FlattenSkirt then
unit:CreateTarmac(true, true, true, false, false)
end
end
to this:
- Code: Select all
for index, v in UnitsToSpawn do
#WARN('unit and pos is ' .. repr(v) .. ' and ' .. repr(posX) .. ' and ' .. repr(posY))
local unit = aiBrain:CreateUnitNearSpot(v, posX, posY)
unit.CreateWreckage = function (self, overkillRatio)
return
end,
if delay > 0 then
unit:InitiateActivation(delay)
end
if unit != nil and unit:GetBlueprint().Physics.FlattenSkirt then
unit:CreateTarmac(true, true, true, false, false)
end
end