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Archives (read only) => Glest Advanced Engine => General discussion => Topic started by: Omega on 6 July 2011, 20:51:09

Title: Animation bound to build HP
Post by: Omega on 6 July 2011, 20:51:09
This was discussed before, and not sure whether or not it was implemented in GAE, but at any rate, MG has it implemented, and in the words of Titi, it was very easy. Basically, if the value is true (MG syntax <anim-hp-bound value="true"/>), then the animation will depend on the amount built so far, so if the building is at half HP (half built), the animation would be half done, etc.

If this is already implemented, what is the syntax? If not, we should follow MG's syntax.
Title: Re: Animation bound to build HP
Post by: silnarm on 7 July 2011, 00:26:34
Code: [Select]
<anim-stretch value="true" />

Currently valid only on be-built and build-self skills, will also be valid on produce, upgrade & build skills soon.
Title: Re: Animation bound to build HP
Post by: titi on 7 July 2011, 20:46:29
I think we should both rename it to <anim-progress-bound value="true"/> ?
I think its much more easy to remember/understand .

And yes, I think I will add it to produce& upgrade  too.

What should it be good for in a build skill?
And what is build-self? Something GAE special?
Title: Re: Animation bound to build HP
Post by: Omega on 7 July 2011, 23:10:41
If any renaming is done, I think both engines should use the same, and the tag should remain functional, but be depreciated (in this case, since there will be one that does the exact same functionality, we won't document the old versions), perhaps giving a warning in logs (like how discount on morphs gives a depreciated warning on the GAE logs).

In addition to produce, upgrade, and build skills, I think morph skills should have this too.

As for build-self, you can find more information on the Glest Wiki:
Title: Re: Animation bound to build HP
Post by: titi on 7 July 2011, 23:40:55
I changed it to "anim-progress-bound" now. The old syntax is kept but just for the moment! It will be removed in a week or so. There is no need to keep the old Syntax as it was introduced just some days ago in a svnversion....
Title: Re: Animation bound to build HP
Post by: silnarm on 10 July 2011, 22:33:40
I think we should both rename it to <anim-progress-bound value="true"/> ?

Sounds good, will change in GAE, and with no release since it was added 'anim-stretch' will not be supported.

Quote
What should it be good for in a build skill?

Who am I to say? There is a progress it can be bound to... so...

Quote
And what is build-self? Something GAE special?

This is part of the "placed morph" implementation, units that are 'transformed' from other units need to build themselves.
Title: Re: Animation bound to build HP
Post by: Omega on 10 July 2011, 23:44:44
Quote
What should it be good for in a build skill?

Who am I to say? There is a progress it can be bound to... so...
Eg: A worker that "climbs" scaffolding on a building while it is done.
Title: Re: Animation bound to build HP
Post by: charlieg on 12 July 2011, 12:00:39
There's lots of things that could be done.  A futuristic style self-constructing building could expand from one state to the next in a series of steps that look good when at speed but would be a nonsense if done slowly.  An organic building can slowly bulk up sprouting new parts as it gains HP.  A wood building could have scaffolding parts fading in instead of just appearing instantly.  There's loads of scope for making building construction look a lot cooler with this.
Title: Re: Animation bound to build HP
Post by: lazyanttu on 13 August 2011, 22:56:16
Well, last post on this topic was a month ago, but I thought that it would be best to continue this than start a new topic.

So if I would like to have some kind of construction animation based on "how completed" the building is, is that currently possible in GAE? I checked the wikia, but I fear that I either missed it or didn't understand it (my english isn't really good). And if it is possible, then how it works? I read this post, but somehow didn't completely understand... sorry for bothering for this.
Title: Re: Animation bound to build HP
Post by: Omega on 14 August 2011, 06:12:47
Exactly as mentioned before: <anim-progress-bound value="true"/>

HOWEVER, this only applies to the most recent, in-development 0.4 version. You'll have to compile it from the source (see the wiki for that (https://docs.megaglest.org/GAE)) to be able to try it yourself, until it is finalized and released. It is not in 0.3.2.