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Gates #1179
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Per uploaded file Experimental gate patch. Not for production use. May eat your kitten. Warranty void if read. |
BlueMaxima commented May eat your kitten? ROFL. Sounds good though. |
stiv commented Just played with this a little bit. Cool feature! |
Per uploaded file New version with general improvements. Now does not close when droid is on top. Only code changes included. Need new model that is rotated the same way as walls. |
Per uploaded file Sample gate data for testing, reuses existing wall model. Stealth walls! |
Per commented I meant stealth gates. |
Per commented (In [9854]) Add backend support for gates using new REF_GATE structure type. See #1179 for more info. |
Git SVN Gateway <gateway@...> commented (In Warzone2100/warzone2100@9632b1b) Add backend support for gates using new REF_GATE structure type. See #1179 for more info. git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@9854 4a71c877-e1ca-e34f-864e-861f7616d084 |
Per uploaded file Actually working stealth gates mod |
KukY commented lol, they change colours. |
Per commented What? Screenshot, please. |
MaNGusT commented What type of animation does it use? What do I need to do to get my model to open a gate? or is it still harcoded and doesn't use event-driven animation? |
Per commented It is a new hardcoded animation, although I wrote in such a way that it should be easy to generalize in the future. If the model has the type "GATE", then it will lower itself into the ground once a friendly unit tries to pass it, then raise itself later. |
MaNGusT commented I've found a bug. When it lowers itself, it also lowers its baseplate model :( Also, pathfind works very bad with gates. Units don't know that a gate is a "door", they think that it is a wall. Only when gate is opened, units see that they can pass through. :/ |
Per commented I did not think about the base plate. Will fix. The path finding should work for your own (and I think allied) units, and I tested that before I committed. How do you tell that it is not working? |
MaNGusT commented sorry, I've tested path find a bit more and then I see that it works properly. |
Per commented (In [10407]) Add gates to the game. Model by Mysteryem. May have to be re-balanced a bit. Feedback welcome. See #1179 for more info. |
Per commented MaNGusT - I do not see how a gate could be drawn with a base plate at all with the current code. Do you have a model I can test with? |
Per commented One last thing that needs fixing before this ticket can be closed - the open/close animation is not adapted to the logic/graphic separation, and needs to use the new graphical interpolation functions to avoid the appearance of jerkiness. |
Berg commented don't know if this is related but i had several trucks selected and went to click on gate icon in build menu the cursor stayed a target like when you direct units to a position. info |10:07:07: [clearPlayer] R.I.P. Blue (5). quietly is true thats just the end of the console output where error was i think |
Berg commented crashdump total |
MaNGusT uploaded file gates with baseplate |
MaNGusT commented Replying to Warzone2100/old-trac-import#1179 (comment:12):
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Git SVN Gateway <gateway@...> commented (In Warzone2100/warzone2100@f88bf76) Add gates to the game. Model by Mysteryem. May have to be re-balanced a bit. Feedback welcome. See #1179 for more info. git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@10407 4a71c877-e1ca-e34f-864e-861f7616d084 |
icefire uploaded file Seems to be some issues on the state of the gates over netplay |
Buginator commented adding myself to ticket. |
Git SVN Gateway <gateway@...> commented In Warzone2100/warzone2100@9632b1b:
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Git SVN Gateway <gateway@...> commented In Warzone2100/warzone2100@f88bf76:
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Per changed status from |
Per changed resolution from `` to |
cybersphinx changed milestone from |
cybersphinx commented Milestone 3.0 deleted |
keyword_gates
resolution_fixed
type_patch (an actual patch, not a request for one)
| by PerThis experimental patch implements gates. It is currently a proof of concept, but it does work. Sort of. Placeholder gate graphics by Mysteryem.
Gates are implemented as a kind of wall that lowers itself into the ground once a friendly (currently same player) unit attempts to cross it. There is currently not corner version of gates. They open/close individually, but all connected gates should probably open/close as one. They should not close when units are standing on top of them (oops!). No idea when they should appear in tech tree - currently at the same time as hardcrete wall.
Issue migrated from trac:1179 at 2022-04-15 20:12:28 -0700
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