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IDProjectCategoryView StatusDate SubmittedLast Update
0002975VCMIGUI - Battlespublic2018-07-19 16:012018-07-20 13:21
ReporterAndruids 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusnewResolutionopen 
PlatformPCOSWindowsOS Version8.1
Product Version0.99 
Target VersionFixed in Version 
Summary0002975: Cyclops Kings don't use their 2-hex attack animation
DescriptionAfter being given "TWO_HEX_ATTACK_BREATH" bonus, Cyclops Kings still use their normal attacking animation when they attack in melee, despite having unused 2-hex attacking animation in their original def file.
Steps To Reproduce1. Unpack my attached mod,
2. Start any single player with Stronghold,
3. vcmiarmenelos,
4. Take some Cyclops Kings to battle, wait until enemy stacks align and attack.
Additional InformationI attach an example test mod that makes Cyclops Kings attack with 2-hex attack BONUS and makes them unable to shoot, to help reproduce the issue.
TagsNo tags attached.
Attached Fileszip file icon cyclopTEST.zip [^] (1,073 bytes) 2018-07-19 16:01

- Relationships

-  Notes
(0007600)
AVS (administrator)
2018-07-19 16:15

VCMI use different frame groups for 2-HEX attack.
        VCMI_2HEX_UP = 40,
        VCMI_2HEX_FRONT = 41,
        VCMI_2HEX_DOWN = 42

It is recommended to alter animation to use these indexes.

However, fallback option for 2-HEX attack should be done in a way similar to cast animation.
(0007601)
Andruids (reporter)
2018-07-20 13:01

Wow, it worked : D

However there's a new issue, now cyclopes use this animation every time when they attack, not only when they hit 2 units.

By the way, are there other frame groups used by VCMI?
(0007602)
AVS (administrator)
2018-07-20 13:21

Here is complete list:
    enum EAnimType // list of creature animations, numbers were taken from def files
    {
        MOVING=0,
        MOUSEON=1,
        HOLDING=2,
        HITTED=3,
        DEFENCE=4,
        DEATH=5,
        DEATH_RANGED=6,
        TURN_L=7,
        TURN_R=8, //same
        //TURN_L2=9, //identical to previous?
        //TURN_R2=10,
        ATTACK_UP=11,
        ATTACK_FRONT=12,
        ATTACK_DOWN=13,
        SHOOT_UP=14,
        SHOOT_FRONT=15,
        SHOOT_DOWN=16,
        CAST_UP=17,
        CAST_FRONT=18,
        CAST_DOWN=19,
        MOVE_START=20,
        MOVE_END=21,

        DEAD = 22, // new group, used to show dead stacks. If empty - last frame from "DEATH" will be copied here
        DEAD_RANGED = 23, // new group, used to show dead stacks (if DEATH_RANGED was used). If empty - last frame from "DEATH_RANGED" will be copied here

        VCMI_CAST_UP = 30,
        VCMI_CAST_FRONT = 31,
        VCMI_CAST_DOWN = 32,
        VCMI_2HEX_UP = 40,
        VCMI_2HEX_FRONT = 41,
        VCMI_2HEX_DOWN = 42
    };

- Issue History
Date Modified Username Field Change
2018-07-19 16:01 Andruids New Issue
2018-07-19 16:01 Andruids File Added: cyclopTEST.zip
2018-07-19 16:15 AVS Note Added: 0007600
2018-07-20 13:01 Andruids Note Added: 0007601
2018-07-20 13:21 AVS Note Added: 0007602

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