Repository navigation
Convert.Anim tag - #1100
Convert.Anim tag#1100FS-21 wants to merge 33 commits into
Conversation
"Conversion.Anim" tag for converted technos.
|
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. |
MortonPL
left a comment
There was a problem hiding this comment.
Found one unnecessary thing, rest should be okay.
|
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. |
|
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 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. 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? TipsChatThere are 3 ways to chat with CodeRabbit:
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)
Additionally, you can add CodeRabbit Configration File (
|
|
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). :-/ |
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 |
2128644 to
799ea22
Compare
b429215 to
280b1c8
Compare
|
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.
One way is to add an AttachEffect to the converted unit. |
# Conflicts: # CREDITS.md # src/Ext/SWType/Body.h # src/Ext/WarheadType/Body.h # src/New/Type/Affiliated/TypeConvertGroup.h

"Convert.Anim" tag for the Ares Conversion logic.
All successful conversions should attach the animation if specified.