MegaGlest Forum
Archives (read only) => Glest Advanced Engine => General discussion => Topic started by: ElimiNator on 8 May 2011, 05:20:15
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Can I have a different animation for walking on land and swimming in water for my amphibious unit?
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as far as i know.....no.....
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I asked this exact question to Silnarm the other week, and the answer is no.... But he said it was a good idea, so maybe there's a slight chance of it one day being implemented..... Maybe? ::) ::)
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To bad, I wouldn't want my dino to swim inland or walk on the water...
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Two units might move between them land-based and sea-based?
I think Mr War tried submarines that way - don't know the outcome
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I think your best bet is to find an animation that looks alright for both. It would be nice to have different move skills for different fields, though. Then you could have different speeds and everything too.
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I did sneak a little something into git.. but now John has me thinking...
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I think your best bet is to find an animation that looks alright for both. It would be nice to have different move skills for different fields, though. Then you could have different speeds and everything too.
Yah, he could waddle slowly on land and swim swiftly in water.
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Water is special .... there are two completly different ways of moving on/in the water:
1. walk on the ground
2. dive/float/swim
dive float swim can be done with different animations/height, but move on ground is a different in general.
I think a full solution might be a special move skill for water movement.
A more simple approach is to just give a a unit a diving_depth property which is used while the unit "walks" in water.
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Water is special .... there are two completly different ways of moving on/in the water:
1. walk on the ground
2. dive/float/swim
dive float swim can be done with different animations/height, but move on ground is a different in general.
I think a full solution might be a special move skill for water movement.
A more simple approach is to just give a a unit a diving_depth property which is used while the unit "walks" in water.
How does the XML look? Are there any examples of units that use these attributes?
(couldn't find anything on the wiki or google; perhaps I looked in the wrong place?)
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Red Alert 3 has lots of units that can go on land and water. Not sure if it helps but here is a xml file for a unit which shows it has transition animations to/from water:
http://forums.commandandconquer.com/jforum/posts/list/21422.page
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This is how it can be done now,
<animation>
<!-- by surface type, if you use this specifiy all that may make sense for this unit,
-- ie, for amphibious units all three,
-- for land units 'land' & 'fordable'
-- for any-water units 'fordable' and 'deep-water'
-- For units of field 'air' or 'deep-water' this makes no sense.
-->
<surface type="land" path="models/walking.g3d" />
<surface type="fordable" path="models/wading.g3d" />
<surface type="deep-water" path="models/swimming.g3d" />
<!-- all optional, played when changing from one surface type to another -->
<surface-change from="land" to"deep-water" path="models/dive.g3d" />
<surface-change from="fordable" to"deep-water" path="models/dive.g3d" />
</animation>
All skill stats are the same, including animation speed :( But it is functional, if it gets implemented properly later (at least allowing different anim-speed, if not using seperate skills) and anyone uses this method, it can be 'translated' to the new system in the engine with ease.
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Woo, nice. Will this/is this in 0.4?
Also, can this be added to the wiki with all possible variables?