Opened 7 years ago

Closed 3 years ago

Last modified 3 years ago

#1911 closed task (fixed)

Delayed damage

Reported by: Pureon Owned by: Mate-86
Priority: If Time Permits Milestone: Alpha 23
Component: UI & Simulation Keywords:
Cc: Patch:

Description (last modified by fatherbushido)

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 Josh, 7 years ago

Owner: set to Josh
Status: newassigned

comment:2 by leper, 6 years ago

Owner: Josh removed
Status: assignednew

comment:3 by Imarok, 4 years ago

Should just the damage be delayed, or the hit detection too? (For a grenade hit detection needs to be delayed too)

comment:4 by Mate-86, 4 years ago

Owner: set to Mate-86

comment:5 by Mate-86, 4 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 fatherbushido, 4 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 fatherbushido, 3 years ago

Description: modified (diff)

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:8 by fatherbushido, 3 years ago

In 20204:

Delayed damage. When a projectile hits the ground, it makes its damage (or its splash damage) a specified time later. It can be use for grenades. Refs #1911.

Patch By: Mate-86
Differential Revision: https://code.wildfiregames.com/D748

comment:9 by fatherbushido, 3 years ago

Milestone: BacklogAlpha 23

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 stanislas69, 3 years ago

Keywords: Simple removed
Resolution: fixed
Status: newclosed

Those two tickets are now fixed, and I doubt Pureon reads trac often.

comment:11 by elexis, 3 years ago

Mate-86, emitting a sound if no unit was damaged is still a TODO, no? (Can also write a new one if you prefer)

Last edited 3 years ago by elexis (previous) (diff)

in reply to:  11 comment:12 by Mate-86, 3 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).

Note: See TracTickets for help on using tickets.