maroder Posted April 10, 2021 Report Share Posted April 10, 2021 As the title says, is there a good (means somewhat easy) way to do that at the moment? As I understand from @Stan` comment here -> https://trac.wildfiregames.com/ticket/131#comment:13 It should be not to difficult to achieve this, but I didn't figure out how to do it yet. I was thinking about something like this, similar to the ranged attack: <ApplyStatus> <Burning> <Interval>3000</Interval> <Damage> <Fire>5</Fire> </Damage> <Stackability>Stack</Stackability> <Duration>5000</Duration> <StatusActorName>fire.xml</StatusActorName> <StatusAnimationLifetime>5</StatusAnimationLifetime> </Burning> </ApplyStatus> where the actor/ burning effect gets automatically attached to "root". But I am unsure what the interface to the engine would look like or if there is any. Or would it be better to change the actor, once the status effect is applied to an actor that already has particles attached like here: https://trac.wildfiregames.com/changeset/18340 ? Thanks for any hints / or just tell me if that is not yet possible Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 10, 2021 Report Share Posted April 10, 2021 I'm adding @Freagarach @wraitii who worked on them. As far as I know it's not possible to add an actor on the fly so you won't be able to make particles pop (please note that particles are not displayed on all computers (if they have them disabled)) so it might give some players an unfair advantage; We currently do not support multiple states at the same time, so you can't be burnt+poisoned without hacking stuff around. And the code currently doesn't do anything actor wise. <group> <variant frequency="1" name="idle"/> <!-- None of this currently works but that's how it should be done. --> <variant frequency="1" name="poisoned"> <props> <prop actor="poison.xml" attachpoint="root"/> </props> </variant> <variant frequency="1" name="burnt"> <props> <prop actor="fire.xml" attachpoint="root"/> </props> </variant> <!-- The two things below would be a hack --> <variant frequency="1" name="burnt+poisoned"> <props> <prop actor="fire.xml" attachpoint="root"/> </props> </variant> <variant frequency="1" name="poisoned+burnt"> <props> <prop actor="fire.xml" attachpoint="root"/> </props> </variant> </group> 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted April 16, 2021 Author Report Share Posted April 16, 2021 On 10/04/2021 at 6:50 PM, Stan` said: As far as I know it's not possible to add an actor on the fly so you won't be able to make particles pop Is something like this planned (long-term wise) ? It seems like a lot of work to edit all actor files and include a burning variant, especially if the all use the same fire/smoke effects. Also if a mod wanted to introduce a new status effect or you want to change the particles, you would have to repeat the process of editing all files. Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 16, 2021 Report Share Posted April 16, 2021 @wraitii @Freagarach EDIT: In A25 You'll be able to use generic actors as parents, so you could technically use that to define the burning stuff. and only have that file to change if you want to add poison. 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted April 16, 2021 Author Report Share Posted April 16, 2021 nice. good to hear Quote Link to comment Share on other sites More sharing options...
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