when such a warhead kills, it always plays "frameguy.shp"
it can't recognize the gender of the victim
so we need new tags Woman=yes on infantry and InfDeathAnim.Woman= for warhead, probably? _________________
Not sure if you just want the flameguy to have sounds of a woman screaming in pain while running around. In which case it does need a new entry. But if you're using a generic looping flame sound for the flameguy this isn't needed at all. _________________ ~ Excelsior ~ QUICK_EDIT
different infantries killed by different warhead should scream and demise differently
so there should be total mn screams and mn infdeathanims
where m = # of infantries and n = # of warheads _________________
Why the ztype is this even a question? This goes right up there with NakedTanya=true. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Wed Jul 13, 2016 10:09 am Post subject:
I think this request is exemplaric of a more general principle that I agree would be useful - namely, that a warhead should cause different death animations for different victims. This can be produced already, but the applicability is limited (it doesn't work for ParticleSystems, so it would not be able to meet the request put forth in this thread) and complicated.
There are a few ways in which such a feature could be implemented in Ares - expanding the applicability of the flags Die3, Die4 and Die5, which already exist in the Art coding, but are currently only applied for Doggie/NotHuman entities, to work with any infantry, would be one way, but that would also limit us to five death animations to be called for, which is not enough to make full use of the unlimited number of DeathAnim variations allowed for by Ares. It would also place burden on the artists to model additional death frames for those hooks (or at the very least, copy-paste animation frames into infantry SHPs), which could perhaps be avoided by another method.
I think an approach which might be productive would be to allow InfDeath= on Warheads to go beyond 5, Infantry sequences to have Die# hooks beyond the vanilla 5, and allow Die# to take either a frame call (as it does now) or an animation ID. That way, each infantry art could respond differently to each InfDeath.
Of course, other places to hook the Die# animation IDs could be thought of - for example, in the object's section in the Rules. A simple approach would be to have DeathAnims form an array in which the index of the animation corresponds to an InfDeath#, but I'm not sure if that approach would maybe violate Alex' principle of not altering the "phenotype" of vanilla rulesmd settings through changes in tag functionality. _________________
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