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==[REQUEST] == Seeding animation

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1 hour ago, Stan` said:

Add the code i'll make the variant :)

Index: binaries/data/mods/public/simulation/components/UnitAI.js
===================================================================
--- binaries/data/mods/public/simulation/components/UnitAI.js	(Revision 22862)
+++ binaries/data/mods/public/simulation/components/UnitAI.js	(Arbeitskopie)
@@ -2719,7 +2719,9 @@
 
 					this.FaceTowardsTarget(this.order.data.target);
 
-					this.SelectAnimation("build");
+					let cmpIdentity = Engine.QueryInterface(this.order.data.target, IID_Identity);
+
+					this.SelectAnimation(cmpIdentity && cmpIdentity.HasClass("Field") ? "seed" : "build");
 					this.StartTimer(1000, 1000);
 					return false;
 				},

But this doesn't consider the elephant worker issue. And not sure if the name of the animation fits our schema ;)

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@Imarok Thanks.

It would seem that the current variants use 'Build_farm' instead of 'seed'. If you change that in the code and apply the following diff it should work.

 

Index: binaries/data/mods/public/art/variants/biped/build_farm.xml
===================================================================
--- binaries/data/mods/public/art/variants/biped/build_farm.xml	(revision 22869)
+++ binaries/data/mods/public/art/variants/biped/build_farm.xml	(working copy)
@@ -1,7 +1,7 @@
 <?xml version="1.0" encoding="UTF-8"?>
 <variant name="Build_farm">
   <animations>
-    <animation event="0.5" file="biped/citizen/build.dae" name="Build_farm" speed="100"/>
+    <animation event="0.5" file="biped/gatherer/seeding.dae " name="Build_farm" speed="100"/>
   </animations>
   <props>
     <prop attachpoint="shield"/>
Index: binaries/data/mods/public/art/variants/biped/female_build_farm.xml
===================================================================
--- binaries/data/mods/public/art/variants/biped/female_build_farm.xml	(revision 22869)
+++ binaries/data/mods/public/art/variants/biped/female_build_farm.xml	(working copy)
@@ -1,7 +1,7 @@
 <?xml version="1.0" encoding="UTF-8"?>
 <variant name="Build_farm">
   <animations>
-    <animation event="0.75" file="biped/citizen/build.dae" name="Build_farm" speed="70"/>
+    <animation event="0.5" file="biped/gatherer/seeding.dae " name="Build_farm" speed="100"/>
   </animations>
   <props>
     <prop attachpoint="weapon_L"/>

 

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Just now, Stan` said:

No art is ready code is not yet :)

Just waIting...an announcement. 

 


Hmmm question part of cycle of farming .... 

Segar or mow mowing (?) with scythe.

An alternetive maybe 

LpGnC1U.jpg

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29 minutes ago, Stan` said:

@Imarok Thanks.

It would seem that the current variants use 'Build_farm' instead of 'seed'. If you change that in the code and apply the following diff it should work.

 


Index: binaries/data/mods/public/art/variants/biped/build_farm.xml
===================================================================
--- binaries/data/mods/public/art/variants/biped/build_farm.xml	(revision 22869)
+++ binaries/data/mods/public/art/variants/biped/build_farm.xml	(working copy)
@@ -1,7 +1,7 @@
 <?xml version="1.0" encoding="UTF-8"?>
 <variant name="Build_farm">
   <animations>
-    <animation event="0.5" file="biped/citizen/build.dae" name="Build_farm" speed="100"/>
+    <animation event="0.5" file="biped/gatherer/seeding.dae " name="Build_farm" speed="100"/>
   </animations>
   <props>
     <prop attachpoint="shield"/>
Index: binaries/data/mods/public/art/variants/biped/female_build_farm.xml
===================================================================
--- binaries/data/mods/public/art/variants/biped/female_build_farm.xml	(revision 22869)
+++ binaries/data/mods/public/art/variants/biped/female_build_farm.xml	(working copy)
@@ -1,7 +1,7 @@
 <?xml version="1.0" encoding="UTF-8"?>
 <variant name="Build_farm">
   <animations>
-    <animation event="0.75" file="biped/citizen/build.dae" name="Build_farm" speed="70"/>
+    <animation event="0.5" file="biped/gatherer/seeding.dae " name="Build_farm" speed="100"/>
   </animations>
   <props>
     <prop attachpoint="weapon_L"/>

 

That works, but it doesn't resolve the elephant issue.
I guess they need a separate variant file.

Edit: And I guess they aren't supposed to seed with a mallet in their hands, aren't they?

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8 minutes ago, Imarok said:

That works, but it doesn't resolve the elephant issue.
I guess they need a separate variant file.

Edit: And I guess they aren't supposed to seed with a mallet in their hands, aren't they?

Elephants dont use those variants they are for biped only :)

Elephants will use another one.

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On 9/8/2019 at 12:48 PM, Stan` said:

Elephants will use another one.

So that's still needed, right?

And have you seen my edit? ;)

On 9/8/2019 at 12:38 PM, Imarok said:

Edit: And I guess they aren't supposed to seed with a mallet in their hands, aren't they?

 

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3 minutes ago, Imarok said:

So that's still needed, right?

And have you seen my edit? ;)

 

Well for now they can keep what they used to do previously :) Units seeding would be a nice addition.

Maybe @Alexandermb wants to animate elephant seeding, but I guess he deserves a break after the reexport :D

 

 

 

 

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3 minutes ago, Stan` said:

Well for now they can keep what they used to do previously :) Units seeding would be a nice addition.

Couldn't you just equip them with some kind of bowl?

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That looks better.

Are you sure the female variant needs all the weapon attachpoints:

+    <prop attachpoint="shield"/>
+    <prop attachpoint="shield_arm"/>
+    <prop attachpoint="helmet"/>
+    <prop attachpoint="weapon_R"/>
+    <prop attachpoint="weapon_bow"/>
+    <prop attachpoint="ammo"/>

 

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2 minutes ago, Imarok said:

That looks better.

Are you sure the female variant needs all the weapon attachpoints:


+    <prop attachpoint="shield"/>
+    <prop attachpoint="shield_arm"/>
+    <prop attachpoint="helmet"/>
+    <prop attachpoint="weapon_R"/>
+    <prop attachpoint="weapon_bow"/>
+    <prop attachpoint="ammo"/>

 

Well it doesn't hurt to clean them in case they would be full :)

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10 minutes ago, Imarok said:

A bit Offtopic: Is it intended units loose their helmet/cap and cape while carrying or gathering?

Yep, thats how its have been all the time thought not the most immersive feature imho.

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24 minutes ago, Alexandermb said:

Yep, thats how its have been all the time thought not the most immersive feature imho.

Some players have been giving negative feedback about it, maybe we should remove this. @wowgetoffyourcellphone opinions on this ?

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7Id rather go for the shield on back and keep helmet even raised for corinthian if possible.

Looks better than deleting the whole equipment.

But im pretty sure @wowgetoffyourcellphone would say the problem isnt the the variants but the citizen soldier feature.

but for the most close solution to keep both citizen soldier and equipment would be only delete weapon while gathering. There are some sheats so they store the sword for the swordsman.

And other advanced feature would be just like Dawn of Man. There is a call to arms button when you are attacked by raiders. It makes al citizen run no the nearest house to pick up weapons and shields if they had any and go no the raiders town direction.

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9 hours ago, Alexandermb said:

But im pretty sure @wowgetoffyourcellphone would say the problem isnt the the variants but the citizen soldier feature.

Yep. It's the Realism argument against the Citizen Soldier itself. Many people have pointed it out that it's too unrealisitic for people people who are carrying Wood to be able to instantly whiff out their battle-gear and vice versa.

As much as I prefer Gameplay Over Realism at this point, they're correct. Even the Marian Romans (who are the prime example of Gather-Build Soldiers) need time to ready up their formation and brace for battle.

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I guess they should transform at the civ center, like a localized upgrade feature...

19 minutes ago, Alexandermb said:

7Id rather go for the shield on back and keep helmet even raised for corinthian if possible.

Looks better than deleting the whole equipment.

Me too :)

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17 hours ago, Stan` said:

I guess they should transform at the civ center, like a localized upgrade feature...

 

Barracks can double as an armory. Not even really an abstraction. It would also make people place barracks at more strategic locations. 

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Not only the immersive thing, but also one of the core problems IMHO of 0 a.d. Defend and collect resources it's generally better than get the workers to fight.

But back to somehow to topic about elephants and farms: what about a real worker that guides the elephant, like the merchant? In this case, the elephant could be unloading grain sacks, and the worker seeding them

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3 minutes ago, av93 said:

But back to somehow to topic about elephants and farms: what about a real worker that guides the elephant, like the merchant? In this case, the elephant could be unloading grain sacks, and the worker seeding them

Could work.

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On 10/8/2019 at 12:07 PM, av93 said:

what about a real worker that guides the elephant, like the merchant?

Yes, a mahout on the back of the elephant would me a good idea.

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