Allow customization of the electro death animation.

Bug #894870 reported by pd
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
DCoder DCoder

Bug Description

InfDeath=5 (electro) can be determined by
InfantryElectrocuted=(animation type)
in [AudioVisual]

If not present, an AnimType called "ELECTRO" will be searched.
If not present either, it will use the second anim in the list, just like before.

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DCoder DCoder (dcoder1337) wrote :

Reassigning since not fixed.

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DCoder DCoder (dcoder1337) wrote :

The code for this was already in v179, I just forgot to mark it as fixed.

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Bug Importer (bug-importer) wrote :

So how is this a cool feature?
imo its very pointless. some1 explain

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Marshall (m-edward) wrote :

Nobody ever said it was 'cool' - it was just something relatively quick and easy to fix. Some modders may find it useful.
Not every issue has to be a major feature addition so please stop with the trolling.

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Nighthawk (nighthawk) wrote :

Tried testing this to free up some things in the list. I put InfantryElectrified=CHRONOTG into [AudioVisual]. No effect when I shocked infantry with a Tesla Coil.

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DCoder DCoder (dcoder1337) wrote :

Hmm. Seems like my code is looking for InfantryElectrocuted= instead of Electrified. Changing that is a two-second task, if people want it. Can you test this flag name?

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Nighthawk (nighthawk) wrote :

No effect. ELECTRO still plays.

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DCoder DCoder (dcoder1337) wrote :

Found the problem, fixed it, tested myself.

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Nighthawk (nighthawk) wrote :

Nice work. :)

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Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in; DCoder wrote in revision 233:
Lots of changes. Wheeee. Refactored all applicable things to use the new INI parsers. Etc.

#633 - Changed to use HouseClass indices, refactored some code into template. (Will post the missing sections for transcription tomorrow.)
#662 - Improvements in lag handling, but still unusable.
#423 - Significant progress towards saving/loading right.
#462 - Should fix the parasite slots.

Resolved issue #628 - crash on exit.
Resolved issue #658 - Cancel buildable Conyard IE.
Resolved issue #653 - PowerToggle IE on empty ground.
Resolved issue #472 - WarpAway deglobalized again.
Resolved issue #189 - Customizing Electro death animation.
Resolved issue #367 - Mind control parasites should now be moving in sync with the host, so the link will not draw back to the original capture point.
Resolved issue #193 - 128 characters limit on tags - added map action/event/trigger support.
Related to issue 633,662,628,658,653,472,189,367,423,462,193 .
SVN: http://svn.renegadeprojects.com/listing.php?repname=Ares&path=%2Ftrunk%2F&rev=233&sc=1

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Droke (droke) wrote :

Tag has no effect, still plays the old.

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Renegade (renegade) wrote :

Reopened as per comment above. What do the other testers say about this?

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WoRmINaToR (worminator) wrote :

It works just fine. As DCoder said above it's parsed as InfantryElectrocuted=, however.

Either change the parsed tag or change the documentation and the tag presented in this original request.

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DCoder DCoder (dcoder1337) wrote :

Original request said InfantryElectrified, but this was implemented as InfantryElectrocuted and appears so in the manual already. Editing original request text to minimize confusion, resolving as fixed and will close as complete based on note 3123 unless testers report differently.

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WoRmINaToR (worminator) wrote :

well with that fixed I can say this is all working fine now.

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DCoder DCoder (dcoder1337) wrote :

Closing as per last comment.

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