Opened 5 years ago

Last modified 5 months ago

#2679 new defect

Visible Garrisoning in animated gate bug

Reported by: stanislas69 Owned by:
Priority: Nice to Have Milestone: Work In Progress
Component: Simulation Keywords:
Cc: Patch:

Description (last modified by stanislas69)

It would be nice to to have animated meshes like boats with units on them, without losing the animation.

This currently works with siege towers however it doesn't work well with things like gates.

To reproduce this download the terra magna mod and play around garrisoning the Chinese gate. If it's not locked and you garrison units inside it the gate will stay open. If it's locked, it'll stay closed, and correctly switch to the right anim when opening then it won't close anymore.

Another story happens with garrison flags. If the gate is garrisoned the flags will appear. They'll have their Idle animation set. What will happen is if you try to move units near the gate the same bugs as before will occur and also the flags will freeze as they will be set to an anim they do not have, such as gate_opening, gate_closing, gate_closed, gate_opened. They ought to play Idle in this case.

Change History (6)

comment:1 Changed 4 years ago by sanderd17

In 18266:

Allow simulation to set the actor variant selection, and use it for the garrison flag. Fixes #3952 Refs #2679, #3983

comment:2 Changed 2 years ago by stanislas69

Description: modified (diff)
Summary: Garisonnable Units in Animated meshesVisible Garrisoning in animated gate bug

comment:3 Changed 21 months ago by temple

Phab:D1418 for correct opening and closing of garrisoned gates.

comment:4 Changed 21 months ago by stanislas69

Milestone: BacklogWork In Progress

comment:5 Changed 9 months ago by Imarok

Component: UI & SimulationSimulation

Move tickets to Simulation as UI & Simulation got some sub components.

comment:6 Changed 5 months ago by wraitii

I think this also has a visual component: if gates receive contradictory orders on the same turn (ie. they start closed, then open, then close again on the same turn) they'll 'reset' their animation.

I don't really see a very good fix for that except if only actually open/close in "Update-End" to sorta make sure that all messages have gone through.

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