#1911 closed task (fixed)
Delayed damage
Reported by: | Pureon | Owned by: | Mate-86 |
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Priority: | If Time Permits | Milestone: | Alpha 23 |
Component: | UI & Simulation | Keywords: | |
Cc: | Patch: |
Description (last modified by )
A projectile hits the target/ground and only causes damage a few seconds later.
A particle animation should play when the damage is produced.
This functionality can be used for grenades.
Change History (12)
comment:1 by , 11 years ago
Owner: | set to |
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Status: | new → assigned |
comment:2 by , 10 years ago
Owner: | removed |
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Status: | assigned → new |
comment:3 by , 8 years ago
comment:4 by , 8 years ago
Owner: | set to |
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comment:5 by , 7 years ago
Questions:
- Is it enough to add delay to Splash type attack or make it generic (eg. delayed hit of a melee weapon)?
- "A particle animation should play when the damage is produced." => Does it mean that 1911 depends on 1909?
comment:6 by , 7 years ago
- I would say that an option to spash damage is good / better. Grab perhaps another dev input.
- I don't know. I need to look at it.
comment:7 by , 7 years ago
Description: | modified (diff) |
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Patch at https://code.wildfiregames.com/D748
@Mate-86: here was the original forum post of Pureon for the clear design. https://wildfiregames.com/forum/index.php?/topic/17224-damage-and-projectiles-fao-programmers (so forget some of my past comments).
(It would be nice if you could review the splash bonus cleaning before D792.)
comment:9 by , 7 years ago
Milestone: | Backlog → Alpha 23 |
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I let it open, just to refs the other related things:
- one should display an animation, that one could also be used for not delayed damage I think. refs #1909
- one should emit a sound just when the projectile will exploded, finally it's the same at the current attack_impact sound but we should emit it also when there is no damaged units. refs #4779
ping Pureon for inputs, art, sounds and all that.
comment:10 by , 6 years ago
Keywords: | Simple removed |
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Resolution: | → fixed |
Status: | new → closed |
Those two tickets are now fixed, and I doubt Pureon reads trac often.
follow-up: 12 comment:11 by , 6 years ago
Mate-86, emitting a sound if no unit was damaged is still a TODO, no?
comment:12 by , 6 years ago
Replying to elexis:
Mate-86, emitting a sound if no unit was damaged is still a TODO, no? (Can also write a new one if you prefer)
No, it's already implemented. The sound is emitted when the projectile hits the ground (even without damaging any units).
Should just the damage be delayed, or the hit detection too? (For a grenade hit detection needs to be delayed too)