#3983 closed enhancement (fixed)
[PATCH] Different variants for different health levels
Reported by: | sanderd17 | Owned by: | sanderd17 |
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Priority: | Should Have | Milestone: | Alpha 21 |
Component: | UI & Simulation | Keywords: | patch |
Cc: | Patch: |
Description
The patch below implements variant selection based on health level.
Artists can choose how many different health levels they want, or when to switch to a different variant. Via inheritance, there can be a standard for the number of levels based on the entity type (important entities can have a finer granulation), so specific templates don't need a lot of updates (though actors will need updates).
It implements the change for the Iberian fire ship; adding more fire and smoke when it's decaying.
The patch depends on #3952.
Attachments (4)
Change History (11)
by , 8 years ago
Attachment: | damageVariants.diff added |
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comment:1 by , 8 years ago
by , 8 years ago
Attachment: | damageAndSeasonVariants.diff added |
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comment:2 by , 8 years ago
New patch refactors some code, and now also allows actors to have differences based on season (defined in the map data).
It's implemented for the Gaul CC (as celts have a snow texture, though the snow texture isn't compatible with newer celtic buildings)
This should really be a follow up ticket, but this sort of incremental patches with new files are hard to maintain, so I just put it here.
by , 8 years ago
Attachment: | damageVariants.2.diff added |
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comment:4 by , 8 years ago
New proposal, it's now part of the Health component, which is a bit cleaner IMO, and it should also have less performance issues than the previous one (doesn't add unneeded message listeners).
comment:6 by , 8 years ago
Keywords: | review removed |
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I think that's a dupe of #131