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    • Please check your direct messages.
    • Can you send whatever code you used to make that, or is it built in to 0ad already?
    • For the footprints, you need the following: Image: A PNG with a transparent background depicting a single footprint or a pair. It is best to create 2–3 identical versions with varying opacities (dark, light, very light) to create a fading effect. Actor: Use a `<decal>` so the image adheres to the ground. The decal size should match the footprint size. Each opacity level from step 1 constitutes a variant. Template: A visual-only entity (parented to `special` or `actor`) that references the actor from step 2. Code (executed every simulation tick): Track the distance the unit has traveled. Place a footprint every time a full step is taken (approximately 0.7–1 m), rotated to align with the direction of movement. Alternate between left and right by slightly offsetting the footprint's horizontal position. Create the footprint using `Engine.AddLocalEntity`: the footprint exists only on the local machine, is not network-synchronized, and does not affect the simulation. Set a timer to switch to a more transparent variant, then delete the footprint after a few seconds.
    • Turning a fairy tale into reality, humanity has taken to the skies in 0 A.D. (apologies if someone has already done this). Drawing inspiration from World in Conflict, I am adding more realistic helicopter movement, though the takeoff/landing key is my own idea, as World in Conflict required rappelling to disembark.   Recording 2026-09-24 231717.mp4    
    • How did you get the track marks to work? I’d love to get footprints and stuff like that for HC. Is it built into the model somehow?
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