Opened 11 years ago
Last modified 6 years ago
#1911 closed task
Delayed damage — at Version 7
Reported by: | Pureon | Owned by: | Mate-86 |
---|---|---|---|
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 (7)
comment:1 by , 11 years ago
Owner: | set to |
---|---|
Status: | new → assigned |
comment:2 by , 10 years ago
Owner: | removed |
---|---|
Status: | assigned → new |
comment:3 by , 8 years ago
comment:4 by , 8 years ago
Owner: | set to |
---|
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) |
---|
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.)
Note:
See TracTickets
for help on using tickets.
Should just the damage be delayed, or the hit detection too? (For a grenade hit detection needs to be delayed too)