Husks cause Fails
Posted: Thu Feb 16, 2017 9:55 pm
I've been experimenting with using tree and building husks to add more scenery variety to my custom maps but, I was wondering,
Why do husks cause Failures in the Lint Checks and what does that mean for the validity behind the map?
I've been playing it relatively safe with prop usage in contest entries because I was afraid that unintentionally causing a Fail in the Lint check status could jeopardize the validity of the map(s).
In-game performance-wise, there aren't any visible issues brought on by the use of husks so that was why I was curious about them.
Here's a link to one of my maps where I used Husks liberally:
http://resource.openra.net/maps/18945/
Going back to what I said about scenery variety, the main reason behind why I used tree husks was to give Tiberium fields a more contaminated look with trees closer to Tiberium being less healthy than others like in one of game's FMVs.

Also, do vehicle husks explode after a few seconds like normally destroyed vehicles would?
Why do husks cause Failures in the Lint Checks and what does that mean for the validity behind the map?
I've been playing it relatively safe with prop usage in contest entries because I was afraid that unintentionally causing a Fail in the Lint check status could jeopardize the validity of the map(s).
In-game performance-wise, there aren't any visible issues brought on by the use of husks so that was why I was curious about them.
Here's a link to one of my maps where I used Husks liberally:
http://resource.openra.net/maps/18945/
Going back to what I said about scenery variety, the main reason behind why I used tree husks was to give Tiberium fields a more contaminated look with trees closer to Tiberium being less healthy than others like in one of game's FMVs.

Also, do vehicle husks explode after a few seconds like normally destroyed vehicles would?