Skip to content

Convert.Anim tag - #1100

Open
FS-21 wants to merge 33 commits into
Phobos-developers:developfrom
FS-21:feature/conversion-animation
Open

FS-21 wants to merge 33 commits into
Phobos-developers:developfrom
FS-21:feature/conversion-animation

Conversation

@FS-21

@FS-21 FS-21 commented Jul 9, 2023

Copy link
Copy Markdown
Contributor

"Convert.Anim" tag for the Ares Conversion logic.

All successful conversions should attach the animation if specified.

FS-21 added 2 commits July 9, 2023 11:57
@FS-21

FS-21 commented Jul 9, 2023

Copy link
Copy Markdown
Contributor Author

convert_anim_01

@github-actions

github-actions Bot commented Jul 9, 2023 •

Copy link
Copy Markdown

Nightly build for this pull request:

This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build.

@FS-21
FS-21 marked this pull request as ready for review July 21, 2023 14:41

@MortonPL MortonPL left a comment

Copy link
Copy Markdown
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Found one unnecessary thing, rest should be okay.

Comment thread src/Ext/SWType/FireSuperWeapon.cpp Outdated
@Z0Z0ne

Z0Z0ne commented Aug 9, 2023

Copy link
Copy Markdown
Contributor

Is it possible to have an animation play prior to the conversion? E.g. to mimic the genetic mutator brute anim where unit A is hidden while the anim plays and unit B appears once the anim is over.

@FS-21
FS-21 requested a review from MortonPL August 25, 2023 14:43
@coderabbitai

coderabbitai Bot commented Mar 14, 2024

Copy link
Copy Markdown

Warning

Rate Limit Exceeded

@FS-21 has exceeded the limit for the number of commits or files that can be reviewed per hour. Please wait 29 minutes and 22 seconds before requesting another review.

How to resolve this issue?

After the wait time has elapsed, a review can be triggered using the @coderabbitai review command as a PR comment. Alternatively, push new commits to this PR.

We recommend that you space out your commits to avoid hitting the rate limit.

How do rate limits work?

CodeRabbit enforces hourly rate limits for each developer per organization.
Our paid plans have higher rate limits than the trial, open-source and free plans. In all cases, we re-allow further reviews after a brief timeout.
Please see our FAQ for further information.

Commits Files that changed from the base of the PR and between eef9bc0 and 1375cc4.

Thank you for using CodeRabbit. We offer it for free to the OSS community and would appreciate your support in helping us grow. If you find it useful, would you consider giving us a shout-out on your favorite social media?

Share

Tips

Chat

There are 3 ways to chat with CodeRabbit:

  • Review comments: Directly reply to a review comment made by CodeRabbit. Example:
    • I pushed a fix in commit <commit_id>.
    • Generate unit-tests for this file.
    • Open a follow-up GitHub issue for this discussion.
  • Files and specific lines of code (under the "Files changed" tab): Tag @coderabbitai in a new review comment at the desired location with your query. Examples:
    • @coderabbitai generate unit tests for this file.
    • @coderabbitai modularize this function.
  • PR comments: Tag @coderabbitai in a new PR comment to ask questions about the PR branch. For the best results, please provide a very specific query, as very limited context is provided in this mode. Examples:
    • @coderabbitai generate interesting stats about this repository and render them as a table.
    • @coderabbitai show all the console.log statements in this repository.
    • @coderabbitai read src/utils.ts and generate unit tests.
    • @coderabbitai read the files in the src/scheduler package and generate a class diagram using mermaid and a README in the markdown format.

Note: Be mindful of the bot's finite context window. It's strongly recommended to break down tasks such as reading entire modules into smaller chunks. For a focused discussion, use review comments to chat about specific files and their changes, instead of using the PR comments.

CodeRabbit Commands (invoked as PR comments)

  • @coderabbitai pause to pause the reviews on a PR.
  • @coderabbitai resume to resume the paused reviews.
  • @coderabbitai review to trigger a review. This is useful when automatic reviews are disabled for the repository.
  • @coderabbitai resolve resolve all the CodeRabbit review comments.
  • @coderabbitai help to get help.

Additionally, you can add @coderabbitai ignore anywhere in the PR description to prevent this PR from being reviewed.

CodeRabbit Configration File (.coderabbit.yaml)

  • You can programmatically configure CodeRabbit by adding a .coderabbit.yaml file to the root of your repository.
  • The JSON schema for the configuration file is available here.
  • If your editor has YAML language server enabled, you can add the path at the top of this file to enable auto-completion and validation: # yaml-language-server: $schema=https://coderabbit.ai/integrations/coderabbit-overrides.v2.json

CodeRabbit Discord Community

Join our Discord Community to get help, request features, and share feedback.

@chaserli

chaserli commented Jul 7, 2024

Copy link
Copy Markdown
Contributor

pretty sure we have plenty methods for attaching animations on wh effects, idk why this is even needed

@FS-21

FS-21 commented Jul 12, 2024 •

Copy link
Copy Markdown
Contributor Author

pretty sure we have plenty methods for attaching animations on wh effects, idk why this is even needed

Show me if you can easily show what units were converted with superweapons or Warheads, (I'm just curious as modder, in 1 year since the creation of this PR maybe exists those methods you mentioned). :-/
The only tag I find I miss here is the animation offset-Y because you could reuse the same animation for units/structures with different heights...

@chaserli

Copy link
Copy Markdown
Contributor

Show me if you can easily show what units were converted with superweapons or Warheads,

Convert sw includes units in limbo, that's the only exception from a generic full map detonation. If you want to create an anim the unit should be in logic, in that case detonating 1 or multiple wh to attach an animation should suffice

In case a wh couldn't apply the effect, the change should be generalized to that aspect, not this specific issue

@Starkku
Starkku force-pushed the develop branch 2 times, most recently from b429215 to 280b1c8 Compare June 29, 2025 19:13
@mevitar

mevitar commented Oct 28, 2025

Copy link
Copy Markdown

Looking back at this, the documentation mentions Convert.Anim= only under superweapons, but not under warheads.

And if Convert.Anim= is to become a thing, i think ConvertX.Anim= should also be added, similarly to how Convert.From= and Convert.To= have their ConvertX.From= and ConvertX.To= equivalents.

Show me if you can easily show what units were converted with superweapons or Warheads, (I'm just curious as modder, in 1 year since the creation of this PR maybe exists those methods you mentioned). :-/ The only tag I find I miss here is the animation offset-Y because you could reuse the same animation for units/structures with different heights...

One way is to add an AttachEffect to the converted unit.
The obvious problem is that such units cannot be preplaced on the map or produced normally, but that can be worked around.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Projects

None yet

Development

Successfully merging this pull request may close these issues.

7 participants