Posted: Sat Nov 02, 2013 7:50 pm Post subject:
Building Animation Framerate Fix
Subject description: Allows for slow-motion MK anims and much more
Rate=XXX
Does not work with MK anims for buiildings.
Probably, it is fixed on 300
Also, they have frame/size limits.
Neither do "Next=" and other parameters. This I think is like that in original RA2.
But having it be considered as a valid flag relays many options... such as closer to RA3 style of building for soviets, or slow deploy for Empire of the Rising Sun buildings, and even Earth 2140 building or closer to Generals one with bulldozer that also build on battlefield.
So, you could have a Rate=60 for a slow MK anim, and control building time with that and numbr of frames on it, instead of only "sidebar building".
Of course this has a lot of other uses, like being able to build a lot of buildings at the same time (currently you are limited to two, one from tech and one from combat sidebar)
Even Age of Empires building style would be closer.
Possible aditionals: Anims that play during building animation like "active anims", instead of fire, sparks or something to signify activity. They would be looping.
Buildup 'animations' are not actual animations in the sense as active animations, explosions etc. are. The playback rate of the buildup sequence is directly tied to the actual buildup speed determined by [General] -> BuildupTime in rules(md).ini. Related to this is also why buildup sequences with larger amount of frames might not work, a problem described in more detail here. _________________ QUICK_EDIT
In short, whole request would require retooling it entirely (AlexB is probably not thrilled to do it) whole thing as buildup is indeed NOT an normal animation that considers any keys given, they are all ignored no matter how you'd stuck in Rate or whatever...
Admittedly potential exists for some use, either way buildup stage even if prolonged would not be vulnerable to an attack typically like RA3 Soviet/EORTS and thus buildup could not be stopped by enemy action and you have only created building spam potential instead. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Nov 03, 2013 11:19 am Post subject:
It's not even an animation, but a plain read SHP. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Well, AAIK, it reads some things, like Theater, and also it reads Reverse=yes, as I have tested
BuildupTime could also be modified... for use in a per-building base, as much of the other parameters have been?
This way it woudn't be necessary for it to be "completely recoded", just read in a per-case basis:
Buildup.Time=X.XX (In minutes)
Furthermore consider buildup animations are not only for the "deploy" manner with a ConYard, they are also used by deploying units. So you can have a peasant/worker (infantry coded like .shp vehicle) that deploys into a building slow-motion (as in GLA or approximate age of empires way). It is built for a while, Then the building gives you a worker back via FreeUnit=worker
Many more uses are possible.
In other case, Are you sure building cannot be attacked on building stage?
They can be attacked for example while they are selling, which is a reverse buildup animation _________________
Apparently they can, game is luckily not as dumb to treat it as mere animation and then place the building, still it starts with full hitpoints when best would be they would rather go up from zero during buildup.
Unfortunately...Factories allow produce and exit units even while buildup is still running....as is, the feature is partial fail unless non-factory and frankly unless Alex implement some routine to disable factory abilities until buildup has finished, its bugged :/
Also it should not provide build radius until finish building, but it does and power is also provided/taken... RA2 isn't really designed for this to work properly. QUICK_EDIT
Now something as simple as initializing a timer with reworked values suddenly became a lot of work to do...
Just for reference, this has been requested already.
Just speaking for myself: I got some other issues to fix first, before I'll come back to something like this. So don't hold your breath. _________________ QUICK_EDIT
"Apparently they can, game is luckily not as dumb to treat it as mere animation and then place the building, still it starts with full hitpoints when best would be they would rather go up from zero during buildup. "
No, full health is better. The RA3 does it with full health. o at least customize the option.
I think the timer should be done first... the rest of the implicancies are mostly redundant and can be adressed, via workarounds, IMO.
The radius for example as with deploy buildings is useless/irreevant, and so are many other stuff.
For other example, the "factory" can be done via an upgrade that is prerrequisite to build the units. Etc.
They would be nice "features" but with the Buildtime I will be happy enough, the rest can be handled via code. _________________
Full health during buildup makes no sense if you think about it and majority of RTS games actually have hitpoints go up along construction (supreme commander and so on)
Just because RA3 did it dumb, doesn't mean the same mistake has to be repeated here but to be fair, Alexb may not be too thrilled to go all the way making it actually increase in hitpoints style since more work... QUICK_EDIT
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