#1909 closed task (fixed)
Projectile hit animation
Reported by: | Pureon | Owned by: | Mate-86 |
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Priority: | Nice to Have | Milestone: | Alpha 23 |
Component: | UI & Simulation | Keywords: | |
Cc: | Patch: | Phab:D945 |
Description (last modified by )
When a projectile hits the target a particle animation is played. The particle should be assigned in the unit's actor file (alongside 'loaded-projectile' and 'projectile').
Case: Rock thrower hits ground creating dust and debris.
See the already implemented 'attack_impact' soundgroup which will be played alongside this particle animation.
Change History (10)
comment:1 by , 11 years ago
comment:2 by , 9 years ago
Keywords: | Simple removed |
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comment:5 by , 6 years ago
Owner: | set to |
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Status: | new → assigned |
comment:6 by , 6 years ago
Patch: | → Phab:D945 |
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comment:7 by , 6 years ago
Thanks for the patch Mate-86, the feature sounds very promising!
If there is further work planned on it, it should be posted either here or in a new ticket. In the former case, this ticket can be closed and set to alpha 23.
Perhaps we could use the animation for catapult shots too?
comment:8 by , 6 years ago
In r20676:
Let the template define the actor used for the projectile. Also let projectiles have an impact animation (such as an explosion).
This will enable us in the future to have technologies that change projectiles. This is also somewhat of a refactoring.
Patch By: Mate-86
Reviewed By: wraitii
Trac Tickets: #1909
Differential Revision: https://code.wildfiregames.com/D945
comment:10 by , 5 years ago
Milestone: | Backlog → Alpha 23 |
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I wanted to ask for some clarifications regarding this issue
I know that we should add a new element to actor file which have loaded-projectile and projectile properties
the element can look like: <prop actor="some/path" attachpoint="particle"/> my questions are:
1 - how do we represent particles in 0a.d.? using actors or what?
2 - after assigning the particle that should be played along with the projectile, should I add the code that plays the particle in CUnitAnimation::Update() just like we do with sound groups?