Bug in the new Animation System

Bug in the new Animation System

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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Bug in the new Animation System

Post by PicassoCT »

Yep, it crashed again.

http://www.youtube.com/embed/x6uwLckAFh8

Watch the HavocPuppet on the right. One big mess, whirling through the Air. Ragdoll should wait till the thing is dead. not in mid animation. ;)


Infolog:

http://pastebin.com/XVff24Sf


Honestly can you people remind me what im paying you not for?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Bug in the new Animation System

Post by knorke »

its a feature.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Bug in the new Animation System

Post by PicassoCT »

thats not funny, thats how my family levitated
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Bug in the new Animation System

Post by Forboding Angel »

knorke wrote:its a feature.
Made me lol :lol:
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PicassoCT
Journeywar Developer & Mapper
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Re: Bug in the new Animation System

Post by PicassoCT »

Distant Related Question, is distantly related.

How does one archieve realistc Fallinganimations with SFX.FALL? I dont want pieces of buildings to jump over the landscape like a bunny on accid, just fall down to the ground, maybe slowly rolling because of there weight.
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knorke
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Re: Bug in the new Animation System

Post by knorke »

realistc Fallinganimations with SFX.FALL
Imageyou can not controll exploded pieces.
if they go totally derp during flight it is because they rotate around the piece origin set in upspring.
but their direction/speed/tumbling/bouncyness is hardcoded. :?
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Bug in the new Animation System

Post by Kloot »

knorke wrote: you can not controll exploded pieces.
if they go totally derp during flight it is because they rotate around the piece origin set in upspring.
but their direction/speed/tumbling/bouncyness is hardcoded. :?
ORLY?
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Bug in the new Animation System

Post by knorke »

a exploded piece is a projectile?
oooooOOOoooooh.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Bug in the new Animation System

Post by PicassoCT »

>implying i have any idea how to use projectile move controll. Yes im human.
Ill just continue using SFX.FALL until SFX.KNORKE is available.

Another Question(hoping for a halfway understandable answer) i want my workdrones to loose health while building.

Now i have this function here:

Code: Select all

Spring.SetUnitHealth
 ( number unitID,
   number health |
   { [ health   = number health ],
     [ capture  = number capture ],
     [ paralyze = number paralyze ],
     [ build    = number build ] }
 ) -> nil
How do i get the units Id? While the above is basically eyecandy, this is essential to the concept.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Bug in the new Animation System

Post by FLOZi »

If you're calling it from LUS, 'unitID' is already available as a global variable in the script.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Bug in the new Animation System

Post by PicassoCT »

hurray
good service is good service!
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Bug in the new Animation System

Post by knorke »

http://answers.springlobby.info/questio ... own-unitid
4.10.2010 to 14.09.2011 = 345 days = oh fuck he is catching up

(there is also a Spring.AddUnitDamage)
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Bug in the new Animation System

Post by CarRepairer »

knorke wrote:a exploded piece is a projectile?
oooooOOOoooooh.
http://zero-k.info/Static/UnitGuide#unit-Blastwing
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Bug in the new Animation System

Post by knorke »

yes "shrapnel" from units does damage.
but i thought the amount would be hardcoded and didnt know you can(?) MoveCtrl them etc.
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PicassoCT
Journeywar Developer & Mapper
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Re: Bug in the new Animation System

Post by PicassoCT »

This would be the perfect moment for the devs to step up, take some responsibility.

I think sentences like:
"What have i done!" or
"What kind of monster have i unleashed!" are in order.

Maybe even a mad scientist laughing would be enough. But no, silence, silence cant be used against them, when the first bulletstoping shield appears, silence cant be used against them, when knorke forges his scrap golem.

But you laugh to early, after all they use spring, and this can be tracked back to you. You wont get away for unaccountability either, because you are programers, masters of logic, so i want to see your exception statements for this .

I mean, you can basically hear him allready, preparing the Schrott-gun, that will fire with departed units body parts. Cant somebody think of the children-objects of the modells. No, nobody, well i give up. Youl ll see what you get from this.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Bug in the new Animation System

Post by AF »

Considering my enormous post count ( what?! Its over 19 THOUSAND?! ), my contribution to the 'oh dear lord' category is way overdue:

*I'm back, have there.. OH COOKIE!!!, WHAT HAVE I RECENTLY ADVANCED?!!?!*
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