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Ticket Resolution Summary Owner Reporter
#27 fixed Entity Events - Garrison/Inventory Stuart Walpole
Description
  • Maintain a "selection" of entities stored in an entity. (These do not appear in the game unless occupying prop points ... See Entity Events - Garrison - Propping.)
  • Garrisoned entities can be removed (either immediately adjacent to parent, or ungarrisoned to a target using something similar to a Rally Point) and listed (each for GUI ungarrisoning/viewing).
  • Actor player-coloured pennant prop appears over entity when units are garrisoned in it. (This will need X/Z location properties so artists can put it somewhere which looks vaguely appropriate from unit to unit.)
  • The same principle of entities-owned-by-other-entities could also be used to imitate an entity's inventory (possessions), with objects being carried by an entity and appearing (and being droppable from) the entity's garrison UI.
  • This is largely for TLA's sake (which has more RPG elements; eg they might want a unit to be able to pick up a sword, have it appear in the entity's hand socket, and increase his attack damage while he is carrying it -- this would also include having an "equipment slot" so he can only equip one melee weapon).
  • However, we should keep this feature set in mind for "relics" (whether we do them in Part I or Part II), since they follow similar principles of picking up (see the Pick Up event) and carrying an item (bestowing a tech effect) and dropping (ungarrisoning) it in the world.
  • (Priests and Heroes can pick up a relic and give it to a Temple's inventory, which then unlocks the relic's tech effect.)
#32 fixed Entity Event - Repair Stuart Walpole
Description
#33 duplicate Entity Event - Lock & Unlock Stuart Walpole
Description
  • XML.Entity.Actions.Lock
  • Used only by the Wall Gate entity. Normally the gate will automatically open to let friendly units through, and otherwise close. Toggling the gate to Locked via a GUI button makes the gate stay closed even when friendlies are nearby.
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