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> #0003 -- BuildingTypes and related bugs
SeekSomethingNew
post Jul 31 2009, 05:20 PM
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HyperPatch Development Discussion #0003

Topic Theme: Adding possible new logic's to BuildingTypes, fixing existing bug and moving some global values to BuildingTypes.

This topic is for everything related to BuildingTypes, what new things would you like to see? What bugs would you like to be fixed? And what global values (eg. SpotlightAngle= for example) moved to BuildingTypes to have a wider arrange of visual effects and logic's

-Hyper

This post has been edited by CCHyper: Aug 3 2009, 12:12 AM


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Bittah Commander
post Jul 31 2009, 11:53 PM
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QUOTE (Lin Kuei Ominae @ Jul 31 2009, 11:46 PM) *
Why don't you use the activeanims instead of a stand anim for buildings?

Because an active anim won't stop playing when the building is not idle (like when the firing anim plays for example).
QUOTE (Lin Kuei Ominae @ Jul 31 2009, 11:46 PM) *
The firing frames are imo also not very useful, since 8 facings for the animated turret would look bad for buildings. That's why there should be first a new standard developed for animations.
1. make 32 facings for SHP units without turret work. This way you would get the necessary code for 32 facings firinganims too.
2. make 32 facings animated SHP turrets work for buildings.

I made the suggestion about the firing anim with buildings without a turret in mind. SHP units with a turret can't have a firing anim to begin with (it would of course be great if they could)... 3
Also, 32 Facings will be added without saying, considering Hyper has done the hack already for DTA (meaning he already knows how). I noted the necessary steps to do it in a text file, in case anyone needs it prior to the release of HP.


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