Search found 174 matches
- Mon May 20, 2025 4:20 pm
- Forum: Bugs and Support
- Topic: hlw_meltdown:Unavailable cover at an important position
- Replies: 4
- Views: 600
Re: hlw_meltdown:Unavailable cover at an important position
No, I meant the cover spot at the same screen, to the left of the fixed one.
- Sun May 19, 2025 11:19 am
- Forum: Bugs and Support
- Topic: hlw_meltdown:Unavailable cover at an important position
- Replies: 4
- Views: 600
Re: hlw_meltdown:Unavailable cover at an important position
Thanks)
Another idea I have now
(it's up to you though, sorry for being late with this consideration)
is that the point to the left from this one is a bit too far, resulting in a too open position not backed by the wall.
Another idea I have now
(it's up to you though, sorry for being late with this consideration)
is that the point to the left from this one is a bit too far, resulting in a too open position not backed by the wall.
- Sun May 19, 2025 8:56 am
- Forum: Bugs and Support
- Topic: hlw_meltdown:Unavailable cover at an important position
- Replies: 4
- Views: 600
hlw_meltdown:Unavailable cover at an important position
Arietta, could you do a small fix on hlw_meltdown?
Here, near the control point, there's a cover point that's very important in early game for control point holding but is unavailable for units (the unit even stands on the yellow spot but cannot take cover at it)
Here, near the control point, there's a cover point that's very important in early game for control point holding but is unavailable for units (the unit even stands on the yellow spot but cannot take cover at it)
- Sat May 18, 2025 7:00 pm
- Forum: Bugs and Support
- Topic: Bug Thread Developer build
- Replies: 81
- Views: 8224
Re: Bug Thread Developer build
Sandern wrote:I made some changes to fix this issue.
Thanks, these changes worked.
Now there may be another problem, when playing zombie Overrun for rebels on or_hill the wave 6 never is over: when all zombies are killed, it just occasionally keeps bombing with headcrab cannisters.
- Sat May 18, 2025 9:10 am
- Forum: Bugs and Support
- Topic: Bug Thread Developer build
- Replies: 81
- Views: 8224
Re: Bug Thread Developer build
Overrun Rebel HQ uses the old model and still is never damaged by zombies (because they cannot approach it for some reason, unlike headcrabs and antlions, and wave their claws at it from a distance).
Tested this in Sandbox.
Tested this in Sandbox.
- Wed May 15, 2025 4:08 pm
- Forum: Bugs and Support
- Topic: Bug Thread Developer build
- Replies: 81
- Views: 8224
Re: Bug Thread Developer build
Sandern wrote:Can you retry? I think the problem should be fixed now.
Yeah, you fixed it

- Sat May 11, 2025 9:55 am
- Forum: Bugs and Support
- Topic: Bug Thread Developer build
- Replies: 81
- Views: 8224
Re: Bug Thread Developer build
Hello every buddy, I'm back after a week-long absence)
After unit navigation update, initial workers cannot walk, they only face the ordered location. As a consequence, placing buildings works for them at point blank range only.
After unit navigation update, initial workers cannot walk, they only face the ordered location. As a consequence, placing buildings works for them at point blank range only.
- Sun Apr 28, 2025 8:32 pm
- Forum: Suggestions and Ideas
- Topic: Assigning builders to maintain/repair certain building
- Replies: 4
- Views: 631
Re: Assigning builders to maintain/repair certain building
If we add something like this, how would the player activate this mode for the stalker/engineer? As an ability with a hotkey. I'd say like an ability. when you select the ability, you have to right-click the building he needs to focus on? Yes, this way, as any other targeted ability, with a hotkey....
- Sun Apr 28, 2025 12:00 pm
- Forum: Suggestions and Ideas
- Topic: Assigning builders to maintain/repair certain building
- Replies: 4
- Views: 631
Assigning builders to maintain/repair certain building
While playing Overrun I had an idea of an option to assign stalkers/engineers to maintain a particular building. In this case they'll be autocasting repair ability only on this target building whenever it takes damage, and will not be distracted by any other construct/repair jobs (of course, unless ...
- Fri Apr 26, 2025 5:16 pm
- Forum: Suggestions and Ideas
- Topic: Flying units suggestions (all race)
- Replies: 6
- Views: 1056
Re: Flying units suggestions (all race)
how to get orderable flying units to spawn and move around properly on normal unit paths without glitching out of the screen. Combine helicopter and gunship are already present in Sandbox and navigate the map successfully. They are both smaller than the Hind though) I think copters should fire not ...
- Thu Apr 25, 2025 1:32 pm
- Forum: Suggestions and Ideas
- Topic: Flying units suggestions (all race)
- Replies: 6
- Views: 1056
Re: Flying units suggestions (all race)
SkedarE, you're 100% right) I'd love if it's done the way you suggest)
- Mon Apr 22, 2025 7:17 pm
- Forum: Bugs and Support
- Topic: Bug Thread Developer build
- Replies: 81
- Views: 8224
Re: Bug Thread Developer build
This zombie obviously targets the HQ (Overrun), but cannot damage it, waving its claws at the building from quite a distance))
- Sun Apr 21, 2025 8:30 pm
- Forum: Bugs and Support
- Topic: Bug Thread Developer build
- Replies: 81
- Views: 8224
Re: Bug Thread Developer build
Sandern wrote:Should be fixed now (+ improved shutdown time of the game)

The gamelobby elements are fixed, the sandbox unit panels still persist.
- Sat Apr 20, 2025 4:24 pm
- Forum: Bugs and Support
- Topic: Bug Thread Developer build
- Replies: 81
- Views: 8224
Re: Bug Thread Developer build
Current state of the gamelobby-elements-in-game bug: if you have the selection menus (color/faction/team) dropped down the moment when the game launches, they will persist in-game. Also reverse is true for Sandbox: unit panel, ability panel etc. persist if they're open when you leave the game and en...
- Thu Apr 18, 2025 5:26 pm
- Forum: Bugs and Support
- Topic: Bug Thread Developer build
- Replies: 81
- Views: 8224
Re: Bug Thread Developer build
The mod crashes when playing Overrun as Combine against either antlions or zombies on or_crashed at the start of 8th wave.
When playing as Rebel faction, the crash doesn't occur. On other maps, I don't experience this even for Combine.
When playing as Rebel faction, the crash doesn't occur. On other maps, I don't experience this even for Combine.