WIP Suggestions

WIP aims to Wargus, while maintaining the game's ambience and gameplay experience.
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Kyran
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Re: WIP Suggestions

Post by Kyran »

b_o wrote:For some reason I was able to load a transport into a transport.
Yo dwag, I herd you like transports so we put a transport in yo transport so you can transport while u transport.
04:27 jim4 why haven't you added wc1 support? this project sucks. i'm only going to use freecraft
05:06 jim4 finished wc1 support yet? i've been waiting for 6 years
05:10 jim4 new things scare me
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b_o
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Re: WIP Suggestions

Post by b_o »

It's kind of weird to be able to load 36 large ships into 6 transports, and then load all of those into a single transport so that it holds 42 ships. Not sure if you can load that one into another one. But glitches start to appear. It also causes problems when you might want to escort a transport, and your ships end up inside of it instead of following it.
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jarod42
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Re: WIP Suggestions

Post by jarod42 »

Transport already fixed in wargus trunk 1676

Use for transporter:
CanTransport = {"LandUnit", "only"},
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b_o
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Re: WIP Suggestions

Post by b_o »

That works. thanks. But it showed me another problem. when you select a dragon and right click on one of your units to follow it, if that unit is not moving, when the dragon gets there the dragons stationary animation stops, so that the dragon appears to hover without flapping it's wings.


Also, it would be nice to be able to load units into towers like starcraft bunkers. maybe a guard tower could require an archer to be placed inside before it could shoot?
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jarod42
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Re: WIP Suggestions

Post by jarod42 »

When a unit follows an other unit, it use the move animation. and don't use the still animation once it is near to the target. to be fixed in code.

I don't see anything that forbid unit to enter in a building (missing button in the ui in lua)
and we should have a flag to fire from a transporter.
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b_o
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Re: WIP Suggestions

Post by b_o »

The animation code for the death sequence of the necrolyte, warlock, gul'dan, and medivh seems messed up in the WIP. It looks like it's using the mage animation code, but the mage death has more death frames than those new units. So you could make a copy of the mage animation code, and in the new copy of the mage amination code, you could replace the death section with something like this:

Code: Select all

local NewMageDeath = {"unbreakable begin", 
"frame 45", "wait 5", 
"frame 50", "wait 5",
"frame 55", "wait 5", 
"frame 55", "unbreakable end", "wait 1",}
and use it for all 4 of those newer units.
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Andrettin
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Re: WIP Suggestions

Post by Andrettin »

b_o wrote:The animation code for the death sequence of the necrolyte, warlock, gul'dan, and medivh seems messed up in the WIP. It looks like it's using the mage animation code, but the mage death has more death frames than those new units. So you could make a copy of the mage animation code, and in the new copy of the mage amination code, you could replace the death section with something like this:

Code: Select all

local NewMageDeath = {"unbreakable begin", 
"frame 45", "wait 5", 
"frame 50", "wait 5",
"frame 55", "wait 5", 
"frame 55", "unbreakable end", "wait 1",}
and use it for all 4 of those newer units.
Hey b_o,

I added this code but it seemed to be giving too long a wait between the frames, and the last frame wasn't staying on the ground for very long. So I made the wait times have the same duration as those of the spearman, including its wait of 100 after the last frame. I also made the necrolyte, warlock and Gul'dan leave a dead body.

WIP 1.7.1 has been uploaded with those changes included.
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b_o
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Re: WIP Suggestions

Post by b_o »

ahh... that makes sense... What about Medivh?
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Andrettin
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Re: WIP Suggestions

Post by Andrettin »

b_o wrote:ahh... that makes sense... What about Medivh?
Ops, I forgot about him. New version uploaded with that fixed as well now.
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b_o
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Re: WIP Suggestions

Post by b_o »

Dragon shadows currently appear above dragons, but they should appear below.
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